2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
30 #include "dpsoftrast.h"
34 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
37 mempool_t *r_main_mempool;
38 rtexturepool_t *r_main_texturepool;
40 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
42 static qboolean r_loadnormalmap;
43 static qboolean r_loadgloss;
45 static qboolean r_loaddds;
46 static qboolean r_savedds;
53 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended"};
54 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended"};
55 cvar_t r_motionblur_averaging = {CVAR_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
56 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
57 cvar_t r_motionblur_minblur = {CVAR_SAVE, "r_motionblur_minblur", "0.5", "factor of blur to apply at all times (always have this amount of blur no matter what the other factors are)"};
58 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
59 cvar_t r_motionblur_velocityfactor = {CVAR_SAVE, "r_motionblur_velocityfactor", "1", "factoring in of player velocity to the blur equation - the faster the player moves around the map, the more blur they get"};
60 cvar_t r_motionblur_velocityfactor_minspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_minspeed", "400", "lower value of velocity when it starts to factor into blur equation"};
61 cvar_t r_motionblur_velocityfactor_maxspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_maxspeed", "800", "upper value of velocity when it reaches the peak factor into blur equation"};
62 cvar_t r_motionblur_mousefactor = {CVAR_SAVE, "r_motionblur_mousefactor", "2", "factoring in of mouse acceleration to the blur equation - the faster the player turns their mouse, the more blur they get"};
63 cvar_t r_motionblur_mousefactor_minspeed = {CVAR_SAVE, "r_motionblur_mousefactor_minspeed", "0", "lower value of mouse acceleration when it starts to factor into blur equation"};
64 cvar_t r_motionblur_mousefactor_maxspeed = {CVAR_SAVE, "r_motionblur_mousefactor_maxspeed", "50", "upper value of mouse acceleration when it reaches the peak factor into blur equation"};
66 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
67 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
68 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
69 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
70 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
72 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
73 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
74 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
75 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
76 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
77 cvar_t r_deformvertexes = {0, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
78 cvar_t r_transparent = {0, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
79 cvar_t r_transparent_alphatocoverage = {0, "r_transparent_alphatocoverage", "1", "enables GL_ALPHA_TO_COVERAGE antialiasing technique on alphablend and alphatest surfaces when using vid_samples 2 or higher"};
80 cvar_t r_showoverdraw = {0, "r_showoverdraw", "0", "shows overlapping geometry"};
81 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
82 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
83 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
84 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
85 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
86 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
87 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
88 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
89 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
90 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
91 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
92 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
93 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
94 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
95 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
96 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
97 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
98 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
99 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
100 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
101 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
102 cvar_t r_sortentities = {0, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
103 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
104 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
106 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps"};
107 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier"};
108 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
110 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
111 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
112 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
113 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
114 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
115 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
116 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
117 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
118 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
119 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
120 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
121 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
122 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
123 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
124 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
125 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
126 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
127 cvar_t r_fog_clear = {0, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
128 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
129 cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
130 cvar_t r_transparent_sortmindist = {CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
131 cvar_t r_transparent_sortmaxdist = {CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
132 cvar_t r_transparent_sortarraysize = {CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
134 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
135 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
136 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
137 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
138 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
139 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
140 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
141 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
143 cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
144 cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
146 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
147 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
148 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
150 cvar_t r_usedepthtextures = {CVAR_SAVE, "r_usedepthtextures", "0", "use depth texture instead of depth renderbuffer where possible, may not be slower on some hardware"};
151 cvar_t r_viewfbo = {CVAR_SAVE, "r_viewfbo", "0", "enables use of an 8bit (1) or 16bit (2) or 32bit (3) per component float framebuffer render, which may be at a different resolution than the video mode"};
152 cvar_t r_viewscale = {CVAR_SAVE, "r_viewscale", "1", "scaling factor for resolution of the fbo rendering method, must be > 0, can be above 1 for a costly antialiasing behavior, typical values are 0.5 for 1/4th as many pixels rendered, or 1 for normal rendering"};
153 cvar_t r_viewscale_fpsscaling = {CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
154 cvar_t r_viewscale_fpsscaling_min = {CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
155 cvar_t r_viewscale_fpsscaling_multiply = {CVAR_SAVE, "r_viewscale_fpsscaling_multiply", "5", "adjust quality up or down by the frametime difference from 1.0/target, multiplied by this factor"};
156 cvar_t r_viewscale_fpsscaling_stepsize = {CVAR_SAVE, "r_viewscale_fpsscaling_stepsize", "0.01", "smallest adjustment to hit the target framerate (this value prevents minute oscillations)"};
157 cvar_t r_viewscale_fpsscaling_stepmax = {CVAR_SAVE, "r_viewscale_fpsscaling_stepmax", "1.00", "largest adjustment to hit the target framerate (this value prevents wild overshooting of the estimate)"};
158 cvar_t r_viewscale_fpsscaling_target = {CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
160 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
161 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
162 cvar_t r_glsl_offsetmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_steps", "2", "offset mapping steps (note: too high values may be not supported by your GPU)"};
163 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
164 cvar_t r_glsl_offsetmapping_reliefmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_steps", "10", "relief mapping steps (note: too high values may be not supported by your GPU)"};
165 cvar_t r_glsl_offsetmapping_reliefmapping_refinesteps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_refinesteps", "5", "relief mapping refine steps (these are a binary search executed as the last step as given by r_glsl_offsetmapping_reliefmapping_steps)"};
166 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
167 cvar_t r_glsl_offsetmapping_lod = {CVAR_SAVE, "r_glsl_offsetmapping_lod", "0", "apply distance-based level-of-detail correction to number of offsetmappig steps, effectively making it render faster on large open-area maps"};
168 cvar_t r_glsl_offsetmapping_lod_distance = {CVAR_SAVE, "r_glsl_offsetmapping_lod_distance", "32", "first LOD level distance, second level (-50% steps) is 2x of this, third (33%) - 3x etc."};
169 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
170 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
171 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
172 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
173 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
174 cvar_t r_glsl_postprocess_uservec1_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec1_enable", "1", "enables postprocessing uservec1 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
175 cvar_t r_glsl_postprocess_uservec2_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec2_enable", "1", "enables postprocessing uservec2 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
176 cvar_t r_glsl_postprocess_uservec3_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec3_enable", "1", "enables postprocessing uservec3 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
177 cvar_t r_glsl_postprocess_uservec4_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec4_enable", "1", "enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
179 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
180 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
181 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
182 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
183 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
184 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
185 cvar_t r_water_lowquality = {0, "r_water_lowquality", "0", "special option to accelerate water rendering, 1 disables shadows and particles, 2 disables all dynamic lights"};
186 cvar_t r_water_hideplayer = {CVAR_SAVE, "r_water_hideplayer", "0", "if set to 1 then player will be hidden in refraction views, if set to 2 then player will also be hidden in reflection views, player is always visible in camera views"};
187 cvar_t r_water_fbo = {CVAR_SAVE, "r_water_fbo", "1", "enables use of render to texture for water effects, otherwise copy to texture is used (slower)"};
189 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
190 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
191 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
192 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
194 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
195 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
197 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
198 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
199 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
200 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
201 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
203 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
204 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
205 cvar_t r_hdr_irisadaptation = {CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
206 cvar_t r_hdr_irisadaptation_multiplier = {CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
207 cvar_t r_hdr_irisadaptation_minvalue = {CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
208 cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
209 cvar_t r_hdr_irisadaptation_value = {0, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
210 cvar_t r_hdr_irisadaptation_fade_up = {CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
211 cvar_t r_hdr_irisadaptation_fade_down = {CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
212 cvar_t r_hdr_irisadaptation_radius = {CVAR_SAVE, "r_hdr_irisadaptation_radius", "15", "lighting within this many units of the eye is averaged"};
214 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
216 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
218 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
220 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
222 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
223 cvar_t r_glsl_saturation_redcompensate = {CVAR_SAVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"};
225 cvar_t r_glsl_vertextextureblend_usebothalphas = {CVAR_SAVE, "r_glsl_vertextextureblend_usebothalphas", "0", "use both alpha layers on vertex blended surfaces, each alpha layer sets amount of 'blend leak' on another layer."};
227 cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "0.5", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
229 extern cvar_t v_glslgamma;
230 extern cvar_t v_glslgamma_2d;
232 extern qboolean v_flipped_state;
234 r_framebufferstate_t r_fb;
236 /// shadow volume bsp struct with automatically growing nodes buffer
239 rtexture_t *r_texture_blanknormalmap;
240 rtexture_t *r_texture_white;
241 rtexture_t *r_texture_grey128;
242 rtexture_t *r_texture_black;
243 rtexture_t *r_texture_notexture;
244 rtexture_t *r_texture_whitecube;
245 rtexture_t *r_texture_normalizationcube;
246 rtexture_t *r_texture_fogattenuation;
247 rtexture_t *r_texture_fogheighttexture;
248 rtexture_t *r_texture_gammaramps;
249 unsigned int r_texture_gammaramps_serial;
250 //rtexture_t *r_texture_fogintensity;
251 rtexture_t *r_texture_reflectcube;
253 // TODO: hash lookups?
254 typedef struct cubemapinfo_s
261 int r_texture_numcubemaps;
262 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
264 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
265 unsigned int r_numqueries;
266 unsigned int r_maxqueries;
268 typedef struct r_qwskincache_s
270 char name[MAX_QPATH];
271 skinframe_t *skinframe;
275 static r_qwskincache_t *r_qwskincache;
276 static int r_qwskincache_size;
278 /// vertex coordinates for a quad that covers the screen exactly
279 extern const float r_screenvertex3f[12];
280 extern const float r_d3dscreenvertex3f[12];
281 const float r_screenvertex3f[12] =
288 const float r_d3dscreenvertex3f[12] =
296 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
299 for (i = 0;i < verts;i++)
310 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
313 for (i = 0;i < verts;i++)
323 // FIXME: move this to client?
326 if (gamemode == GAME_NEHAHRA)
328 Cvar_Set("gl_fogenable", "0");
329 Cvar_Set("gl_fogdensity", "0.2");
330 Cvar_Set("gl_fogred", "0.3");
331 Cvar_Set("gl_foggreen", "0.3");
332 Cvar_Set("gl_fogblue", "0.3");
334 r_refdef.fog_density = 0;
335 r_refdef.fog_red = 0;
336 r_refdef.fog_green = 0;
337 r_refdef.fog_blue = 0;
338 r_refdef.fog_alpha = 1;
339 r_refdef.fog_start = 0;
340 r_refdef.fog_end = 16384;
341 r_refdef.fog_height = 1<<30;
342 r_refdef.fog_fadedepth = 128;
343 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
346 static void R_BuildBlankTextures(void)
348 unsigned char data[4];
349 data[2] = 128; // normal X
350 data[1] = 128; // normal Y
351 data[0] = 255; // normal Z
352 data[3] = 255; // height
353 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
358 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
363 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
368 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
371 static void R_BuildNoTexture(void)
374 unsigned char pix[16][16][4];
375 // this makes a light grey/dark grey checkerboard texture
376 for (y = 0;y < 16;y++)
378 for (x = 0;x < 16;x++)
380 if ((y < 8) ^ (x < 8))
396 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
399 static void R_BuildWhiteCube(void)
401 unsigned char data[6*1*1*4];
402 memset(data, 255, sizeof(data));
403 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
406 static void R_BuildNormalizationCube(void)
410 vec_t s, t, intensity;
413 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
414 for (side = 0;side < 6;side++)
416 for (y = 0;y < NORMSIZE;y++)
418 for (x = 0;x < NORMSIZE;x++)
420 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
421 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
456 intensity = 127.0f / sqrt(DotProduct(v, v));
457 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
458 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
459 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
460 data[((side*64+y)*64+x)*4+3] = 255;
464 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
468 static void R_BuildFogTexture(void)
472 unsigned char data1[FOGWIDTH][4];
473 //unsigned char data2[FOGWIDTH][4];
476 r_refdef.fogmasktable_start = r_refdef.fog_start;
477 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
478 r_refdef.fogmasktable_range = r_refdef.fogrange;
479 r_refdef.fogmasktable_density = r_refdef.fog_density;
481 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
482 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
484 d = (x * r - r_refdef.fogmasktable_start);
485 if(developer_extra.integer)
486 Con_DPrintf("%f ", d);
488 if (r_fog_exp2.integer)
489 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
491 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
492 if(developer_extra.integer)
493 Con_DPrintf(" : %f ", alpha);
494 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
495 if(developer_extra.integer)
496 Con_DPrintf(" = %f\n", alpha);
497 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
500 for (x = 0;x < FOGWIDTH;x++)
502 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
507 //data2[x][0] = 255 - b;
508 //data2[x][1] = 255 - b;
509 //data2[x][2] = 255 - b;
512 if (r_texture_fogattenuation)
514 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
515 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
519 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
520 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
524 static void R_BuildFogHeightTexture(void)
526 unsigned char *inpixels;
534 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
535 if (r_refdef.fogheighttexturename[0])
536 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
539 r_refdef.fog_height_tablesize = 0;
540 if (r_texture_fogheighttexture)
541 R_FreeTexture(r_texture_fogheighttexture);
542 r_texture_fogheighttexture = NULL;
543 if (r_refdef.fog_height_table2d)
544 Mem_Free(r_refdef.fog_height_table2d);
545 r_refdef.fog_height_table2d = NULL;
546 if (r_refdef.fog_height_table1d)
547 Mem_Free(r_refdef.fog_height_table1d);
548 r_refdef.fog_height_table1d = NULL;
552 r_refdef.fog_height_tablesize = size;
553 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
554 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
555 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
557 // LordHavoc: now the magic - what is that table2d for? it is a cooked
558 // average fog color table accounting for every fog layer between a point
559 // and the camera. (Note: attenuation is handled separately!)
560 for (y = 0;y < size;y++)
562 for (x = 0;x < size;x++)
568 for (j = x;j <= y;j++)
570 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
576 for (j = x;j >= y;j--)
578 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
583 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
584 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
585 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
586 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
589 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
592 //=======================================================================================================================================================
594 static const char *builtinshaderstring =
595 #include "shader_glsl.h"
598 const char *builtinhlslshaderstring =
599 #include "shader_hlsl.h"
602 char *glslshaderstring = NULL;
603 char *hlslshaderstring = NULL;
605 //=======================================================================================================================================================
607 typedef struct shaderpermutationinfo_s
612 shaderpermutationinfo_t;
614 typedef struct shadermodeinfo_s
616 const char *vertexfilename;
617 const char *geometryfilename;
618 const char *fragmentfilename;
624 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
625 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
627 {"#define USEDIFFUSE\n", " diffuse"},
628 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
629 {"#define USEVIEWTINT\n", " viewtint"},
630 {"#define USECOLORMAPPING\n", " colormapping"},
631 {"#define USESATURATION\n", " saturation"},
632 {"#define USEFOGINSIDE\n", " foginside"},
633 {"#define USEFOGOUTSIDE\n", " fogoutside"},
634 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
635 {"#define USEFOGALPHAHACK\n", " fogalphahack"},
636 {"#define USEGAMMARAMPS\n", " gammaramps"},
637 {"#define USECUBEFILTER\n", " cubefilter"},
638 {"#define USEGLOW\n", " glow"},
639 {"#define USEBLOOM\n", " bloom"},
640 {"#define USESPECULAR\n", " specular"},
641 {"#define USEPOSTPROCESSING\n", " postprocessing"},
642 {"#define USEREFLECTION\n", " reflection"},
643 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
644 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
645 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
646 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"}, // TODO make this a static parm
647 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"}, // TODO make this a static parm
648 {"#define USESHADOWSAMPLER\n", " shadowsampler"}, // TODO make this a static parm
649 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"}, // TODO make this a static parm
650 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
651 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
652 {"#define USEALPHAKILL\n", " alphakill"},
653 {"#define USEREFLECTCUBE\n", " reflectcube"},
654 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
655 {"#define USEBOUNCEGRID\n", " bouncegrid"},
656 {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, // TODO make this a static parm
657 {"#define USETRIPPY\n", " trippy"},
658 {"#define USEDEPTHRGB\n", " depthrgb"},
661 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
662 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
664 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
665 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
666 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
667 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
668 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
669 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
670 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
671 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
672 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
673 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
674 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
675 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
676 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
677 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
678 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
679 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
680 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
681 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
684 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
686 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
687 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
688 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
689 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
690 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
691 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
692 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FAKELIGHT\n", " fakelight"},
693 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
694 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
695 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
696 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
697 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
698 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
699 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
700 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
701 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
702 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
703 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
706 struct r_glsl_permutation_s;
707 typedef struct r_glsl_permutation_s
710 struct r_glsl_permutation_s *hashnext;
712 unsigned int permutation;
714 /// indicates if we have tried compiling this permutation already
716 /// 0 if compilation failed
718 // texture units assigned to each detected uniform
719 int tex_Texture_First;
720 int tex_Texture_Second;
721 int tex_Texture_GammaRamps;
722 int tex_Texture_Normal;
723 int tex_Texture_Color;
724 int tex_Texture_Gloss;
725 int tex_Texture_Glow;
726 int tex_Texture_SecondaryNormal;
727 int tex_Texture_SecondaryColor;
728 int tex_Texture_SecondaryGloss;
729 int tex_Texture_SecondaryGlow;
730 int tex_Texture_Pants;
731 int tex_Texture_Shirt;
732 int tex_Texture_FogHeightTexture;
733 int tex_Texture_FogMask;
734 int tex_Texture_Lightmap;
735 int tex_Texture_Deluxemap;
736 int tex_Texture_Attenuation;
737 int tex_Texture_Cube;
738 int tex_Texture_Refraction;
739 int tex_Texture_Reflection;
740 int tex_Texture_ShadowMap2D;
741 int tex_Texture_CubeProjection;
742 int tex_Texture_ScreenNormalMap;
743 int tex_Texture_ScreenDiffuse;
744 int tex_Texture_ScreenSpecular;
745 int tex_Texture_ReflectMask;
746 int tex_Texture_ReflectCube;
747 int tex_Texture_BounceGrid;
748 /// locations of detected uniforms in program object, or -1 if not found
749 int loc_Texture_First;
750 int loc_Texture_Second;
751 int loc_Texture_GammaRamps;
752 int loc_Texture_Normal;
753 int loc_Texture_Color;
754 int loc_Texture_Gloss;
755 int loc_Texture_Glow;
756 int loc_Texture_SecondaryNormal;
757 int loc_Texture_SecondaryColor;
758 int loc_Texture_SecondaryGloss;
759 int loc_Texture_SecondaryGlow;
760 int loc_Texture_Pants;
761 int loc_Texture_Shirt;
762 int loc_Texture_FogHeightTexture;
763 int loc_Texture_FogMask;
764 int loc_Texture_Lightmap;
765 int loc_Texture_Deluxemap;
766 int loc_Texture_Attenuation;
767 int loc_Texture_Cube;
768 int loc_Texture_Refraction;
769 int loc_Texture_Reflection;
770 int loc_Texture_ShadowMap2D;
771 int loc_Texture_CubeProjection;
772 int loc_Texture_ScreenNormalMap;
773 int loc_Texture_ScreenDiffuse;
774 int loc_Texture_ScreenSpecular;
775 int loc_Texture_ReflectMask;
776 int loc_Texture_ReflectCube;
777 int loc_Texture_BounceGrid;
779 int loc_BloomBlur_Parameters;
781 int loc_Color_Ambient;
782 int loc_Color_Diffuse;
783 int loc_Color_Specular;
787 int loc_DeferredColor_Ambient;
788 int loc_DeferredColor_Diffuse;
789 int loc_DeferredColor_Specular;
790 int loc_DeferredMod_Diffuse;
791 int loc_DeferredMod_Specular;
792 int loc_DistortScaleRefractReflect;
795 int loc_FogHeightFade;
797 int loc_FogPlaneViewDist;
798 int loc_FogRangeRecip;
801 int loc_LightPosition;
802 int loc_OffsetMapping_ScaleSteps;
803 int loc_OffsetMapping_LodDistance;
804 int loc_OffsetMapping_Bias;
806 int loc_ReflectColor;
807 int loc_ReflectFactor;
808 int loc_ReflectOffset;
809 int loc_RefractColor;
811 int loc_ScreenCenterRefractReflect;
812 int loc_ScreenScaleRefractReflect;
813 int loc_ScreenToDepth;
814 int loc_ShadowMap_Parameters;
815 int loc_ShadowMap_TextureScale;
816 int loc_SpecularPower;
821 int loc_ViewTintColor;
823 int loc_ModelToLight;
825 int loc_BackgroundTexMatrix;
826 int loc_ModelViewProjectionMatrix;
827 int loc_ModelViewMatrix;
828 int loc_PixelToScreenTexCoord;
829 int loc_ModelToReflectCube;
830 int loc_ShadowMapMatrix;
831 int loc_BloomColorSubtract;
832 int loc_NormalmapScrollBlend;
833 int loc_BounceGridMatrix;
834 int loc_BounceGridIntensity;
836 r_glsl_permutation_t;
838 #define SHADERPERMUTATION_HASHSIZE 256
841 // non-degradable "lightweight" shader parameters to keep the permutations simpler
842 // these can NOT degrade! only use for simple stuff
845 SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
846 SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
847 SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
848 SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
849 SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
850 SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5, ///< postprocess uservec4 is enabled
851 SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
852 SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7, ///< LOD for offsetmapping
854 #define SHADERSTATICPARMS_COUNT 8
856 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
857 static int shaderstaticparms_count = 0;
859 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
860 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
861 static qboolean R_CompileShader_CheckStaticParms(void)
863 static int r_compileshader_staticparms_save[1];
864 memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
865 memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
868 if (r_glsl_saturation_redcompensate.integer)
869 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
870 if (r_glsl_vertextextureblend_usebothalphas.integer)
871 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
872 if (r_shadow_glossexact.integer)
873 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
874 if (r_glsl_postprocess.integer)
876 if (r_glsl_postprocess_uservec1_enable.integer)
877 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
878 if (r_glsl_postprocess_uservec2_enable.integer)
879 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
880 if (r_glsl_postprocess_uservec3_enable.integer)
881 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
882 if (r_glsl_postprocess_uservec4_enable.integer)
883 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
885 if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
886 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
887 return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
890 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
891 if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
892 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
894 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
895 static void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
897 shaderstaticparms_count = 0;
900 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
901 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
902 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
903 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
904 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
905 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
906 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
907 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
910 /// information about each possible shader permutation
911 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
912 /// currently selected permutation
913 r_glsl_permutation_t *r_glsl_permutation;
914 /// storage for permutations linked in the hash table
915 memexpandablearray_t r_glsl_permutationarray;
917 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
919 //unsigned int hashdepth = 0;
920 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
921 r_glsl_permutation_t *p;
922 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
924 if (p->mode == mode && p->permutation == permutation)
926 //if (hashdepth > 10)
927 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
932 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
934 p->permutation = permutation;
935 p->hashnext = r_glsl_permutationhash[mode][hashindex];
936 r_glsl_permutationhash[mode][hashindex] = p;
937 //if (hashdepth > 10)
938 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
942 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
945 if (!filename || !filename[0])
947 if (!strcmp(filename, "glsl/default.glsl"))
949 if (!glslshaderstring)
951 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
952 if (glslshaderstring)
953 Con_DPrintf("Loading shaders from file %s...\n", filename);
955 glslshaderstring = (char *)builtinshaderstring;
957 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
958 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
961 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
964 if (printfromdisknotice)
965 Con_DPrintf("from disk %s... ", filename);
971 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
975 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
976 char *vertexstring, *geometrystring, *fragmentstring;
977 char permutationname[256];
978 int vertstrings_count = 0;
979 int geomstrings_count = 0;
980 int fragstrings_count = 0;
981 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
982 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
983 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
990 permutationname[0] = 0;
991 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
992 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
993 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
995 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
997 // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
998 if(vid.support.gl20shaders130)
1000 vertstrings_list[vertstrings_count++] = "#version 130\n";
1001 geomstrings_list[geomstrings_count++] = "#version 130\n";
1002 fragstrings_list[fragstrings_count++] = "#version 130\n";
1003 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1004 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1005 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1008 // the first pretext is which type of shader to compile as
1009 // (later these will all be bound together as a program object)
1010 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1011 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1012 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1014 // the second pretext is the mode (for example a light source)
1015 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1016 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1017 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1018 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1020 // now add all the permutation pretexts
1021 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1023 if (permutation & (1<<i))
1025 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1026 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1027 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1028 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1032 // keep line numbers correct
1033 vertstrings_list[vertstrings_count++] = "\n";
1034 geomstrings_list[geomstrings_count++] = "\n";
1035 fragstrings_list[fragstrings_count++] = "\n";
1040 R_CompileShader_AddStaticParms(mode, permutation);
1041 memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1042 vertstrings_count += shaderstaticparms_count;
1043 memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1044 geomstrings_count += shaderstaticparms_count;
1045 memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1046 fragstrings_count += shaderstaticparms_count;
1048 // now append the shader text itself
1049 vertstrings_list[vertstrings_count++] = vertexstring;
1050 geomstrings_list[geomstrings_count++] = geometrystring;
1051 fragstrings_list[fragstrings_count++] = fragmentstring;
1053 // if any sources were NULL, clear the respective list
1055 vertstrings_count = 0;
1056 if (!geometrystring)
1057 geomstrings_count = 0;
1058 if (!fragmentstring)
1059 fragstrings_count = 0;
1061 // compile the shader program
1062 if (vertstrings_count + geomstrings_count + fragstrings_count)
1063 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1067 qglUseProgram(p->program);CHECKGLERROR
1068 // look up all the uniform variable names we care about, so we don't
1069 // have to look them up every time we set them
1071 p->loc_Texture_First = qglGetUniformLocation(p->program, "Texture_First");
1072 p->loc_Texture_Second = qglGetUniformLocation(p->program, "Texture_Second");
1073 p->loc_Texture_GammaRamps = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1074 p->loc_Texture_Normal = qglGetUniformLocation(p->program, "Texture_Normal");
1075 p->loc_Texture_Color = qglGetUniformLocation(p->program, "Texture_Color");
1076 p->loc_Texture_Gloss = qglGetUniformLocation(p->program, "Texture_Gloss");
1077 p->loc_Texture_Glow = qglGetUniformLocation(p->program, "Texture_Glow");
1078 p->loc_Texture_SecondaryNormal = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1079 p->loc_Texture_SecondaryColor = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1080 p->loc_Texture_SecondaryGloss = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1081 p->loc_Texture_SecondaryGlow = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1082 p->loc_Texture_Pants = qglGetUniformLocation(p->program, "Texture_Pants");
1083 p->loc_Texture_Shirt = qglGetUniformLocation(p->program, "Texture_Shirt");
1084 p->loc_Texture_FogHeightTexture = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1085 p->loc_Texture_FogMask = qglGetUniformLocation(p->program, "Texture_FogMask");
1086 p->loc_Texture_Lightmap = qglGetUniformLocation(p->program, "Texture_Lightmap");
1087 p->loc_Texture_Deluxemap = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1088 p->loc_Texture_Attenuation = qglGetUniformLocation(p->program, "Texture_Attenuation");
1089 p->loc_Texture_Cube = qglGetUniformLocation(p->program, "Texture_Cube");
1090 p->loc_Texture_Refraction = qglGetUniformLocation(p->program, "Texture_Refraction");
1091 p->loc_Texture_Reflection = qglGetUniformLocation(p->program, "Texture_Reflection");
1092 p->loc_Texture_ShadowMap2D = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1093 p->loc_Texture_CubeProjection = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1094 p->loc_Texture_ScreenNormalMap = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1095 p->loc_Texture_ScreenDiffuse = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1096 p->loc_Texture_ScreenSpecular = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1097 p->loc_Texture_ReflectMask = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1098 p->loc_Texture_ReflectCube = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1099 p->loc_Texture_BounceGrid = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1100 p->loc_Alpha = qglGetUniformLocation(p->program, "Alpha");
1101 p->loc_BloomBlur_Parameters = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1102 p->loc_ClientTime = qglGetUniformLocation(p->program, "ClientTime");
1103 p->loc_Color_Ambient = qglGetUniformLocation(p->program, "Color_Ambient");
1104 p->loc_Color_Diffuse = qglGetUniformLocation(p->program, "Color_Diffuse");
1105 p->loc_Color_Specular = qglGetUniformLocation(p->program, "Color_Specular");
1106 p->loc_Color_Glow = qglGetUniformLocation(p->program, "Color_Glow");
1107 p->loc_Color_Pants = qglGetUniformLocation(p->program, "Color_Pants");
1108 p->loc_Color_Shirt = qglGetUniformLocation(p->program, "Color_Shirt");
1109 p->loc_DeferredColor_Ambient = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1110 p->loc_DeferredColor_Diffuse = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1111 p->loc_DeferredColor_Specular = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1112 p->loc_DeferredMod_Diffuse = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1113 p->loc_DeferredMod_Specular = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1114 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1115 p->loc_EyePosition = qglGetUniformLocation(p->program, "EyePosition");
1116 p->loc_FogColor = qglGetUniformLocation(p->program, "FogColor");
1117 p->loc_FogHeightFade = qglGetUniformLocation(p->program, "FogHeightFade");
1118 p->loc_FogPlane = qglGetUniformLocation(p->program, "FogPlane");
1119 p->loc_FogPlaneViewDist = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1120 p->loc_FogRangeRecip = qglGetUniformLocation(p->program, "FogRangeRecip");
1121 p->loc_LightColor = qglGetUniformLocation(p->program, "LightColor");
1122 p->loc_LightDir = qglGetUniformLocation(p->program, "LightDir");
1123 p->loc_LightPosition = qglGetUniformLocation(p->program, "LightPosition");
1124 p->loc_OffsetMapping_ScaleSteps = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1125 p->loc_OffsetMapping_LodDistance = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1126 p->loc_OffsetMapping_Bias = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1127 p->loc_PixelSize = qglGetUniformLocation(p->program, "PixelSize");
1128 p->loc_ReflectColor = qglGetUniformLocation(p->program, "ReflectColor");
1129 p->loc_ReflectFactor = qglGetUniformLocation(p->program, "ReflectFactor");
1130 p->loc_ReflectOffset = qglGetUniformLocation(p->program, "ReflectOffset");
1131 p->loc_RefractColor = qglGetUniformLocation(p->program, "RefractColor");
1132 p->loc_Saturation = qglGetUniformLocation(p->program, "Saturation");
1133 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1134 p->loc_ScreenScaleRefractReflect = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1135 p->loc_ScreenToDepth = qglGetUniformLocation(p->program, "ScreenToDepth");
1136 p->loc_ShadowMap_Parameters = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1137 p->loc_ShadowMap_TextureScale = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1138 p->loc_SpecularPower = qglGetUniformLocation(p->program, "SpecularPower");
1139 p->loc_UserVec1 = qglGetUniformLocation(p->program, "UserVec1");
1140 p->loc_UserVec2 = qglGetUniformLocation(p->program, "UserVec2");
1141 p->loc_UserVec3 = qglGetUniformLocation(p->program, "UserVec3");
1142 p->loc_UserVec4 = qglGetUniformLocation(p->program, "UserVec4");
1143 p->loc_ViewTintColor = qglGetUniformLocation(p->program, "ViewTintColor");
1144 p->loc_ViewToLight = qglGetUniformLocation(p->program, "ViewToLight");
1145 p->loc_ModelToLight = qglGetUniformLocation(p->program, "ModelToLight");
1146 p->loc_TexMatrix = qglGetUniformLocation(p->program, "TexMatrix");
1147 p->loc_BackgroundTexMatrix = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1148 p->loc_ModelViewMatrix = qglGetUniformLocation(p->program, "ModelViewMatrix");
1149 p->loc_ModelViewProjectionMatrix = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1150 p->loc_PixelToScreenTexCoord = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1151 p->loc_ModelToReflectCube = qglGetUniformLocation(p->program, "ModelToReflectCube");
1152 p->loc_ShadowMapMatrix = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1153 p->loc_BloomColorSubtract = qglGetUniformLocation(p->program, "BloomColorSubtract");
1154 p->loc_NormalmapScrollBlend = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1155 p->loc_BounceGridMatrix = qglGetUniformLocation(p->program, "BounceGridMatrix");
1156 p->loc_BounceGridIntensity = qglGetUniformLocation(p->program, "BounceGridIntensity");
1157 // initialize the samplers to refer to the texture units we use
1158 p->tex_Texture_First = -1;
1159 p->tex_Texture_Second = -1;
1160 p->tex_Texture_GammaRamps = -1;
1161 p->tex_Texture_Normal = -1;
1162 p->tex_Texture_Color = -1;
1163 p->tex_Texture_Gloss = -1;
1164 p->tex_Texture_Glow = -1;
1165 p->tex_Texture_SecondaryNormal = -1;
1166 p->tex_Texture_SecondaryColor = -1;
1167 p->tex_Texture_SecondaryGloss = -1;
1168 p->tex_Texture_SecondaryGlow = -1;
1169 p->tex_Texture_Pants = -1;
1170 p->tex_Texture_Shirt = -1;
1171 p->tex_Texture_FogHeightTexture = -1;
1172 p->tex_Texture_FogMask = -1;
1173 p->tex_Texture_Lightmap = -1;
1174 p->tex_Texture_Deluxemap = -1;
1175 p->tex_Texture_Attenuation = -1;
1176 p->tex_Texture_Cube = -1;
1177 p->tex_Texture_Refraction = -1;
1178 p->tex_Texture_Reflection = -1;
1179 p->tex_Texture_ShadowMap2D = -1;
1180 p->tex_Texture_CubeProjection = -1;
1181 p->tex_Texture_ScreenNormalMap = -1;
1182 p->tex_Texture_ScreenDiffuse = -1;
1183 p->tex_Texture_ScreenSpecular = -1;
1184 p->tex_Texture_ReflectMask = -1;
1185 p->tex_Texture_ReflectCube = -1;
1186 p->tex_Texture_BounceGrid = -1;
1188 if (p->loc_Texture_First >= 0) {p->tex_Texture_First = sampler;qglUniform1i(p->loc_Texture_First , sampler);sampler++;}
1189 if (p->loc_Texture_Second >= 0) {p->tex_Texture_Second = sampler;qglUniform1i(p->loc_Texture_Second , sampler);sampler++;}
1190 if (p->loc_Texture_GammaRamps >= 0) {p->tex_Texture_GammaRamps = sampler;qglUniform1i(p->loc_Texture_GammaRamps , sampler);sampler++;}
1191 if (p->loc_Texture_Normal >= 0) {p->tex_Texture_Normal = sampler;qglUniform1i(p->loc_Texture_Normal , sampler);sampler++;}
1192 if (p->loc_Texture_Color >= 0) {p->tex_Texture_Color = sampler;qglUniform1i(p->loc_Texture_Color , sampler);sampler++;}
1193 if (p->loc_Texture_Gloss >= 0) {p->tex_Texture_Gloss = sampler;qglUniform1i(p->loc_Texture_Gloss , sampler);sampler++;}
1194 if (p->loc_Texture_Glow >= 0) {p->tex_Texture_Glow = sampler;qglUniform1i(p->loc_Texture_Glow , sampler);sampler++;}
1195 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1196 if (p->loc_Texture_SecondaryColor >= 0) {p->tex_Texture_SecondaryColor = sampler;qglUniform1i(p->loc_Texture_SecondaryColor , sampler);sampler++;}
1197 if (p->loc_Texture_SecondaryGloss >= 0) {p->tex_Texture_SecondaryGloss = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss , sampler);sampler++;}
1198 if (p->loc_Texture_SecondaryGlow >= 0) {p->tex_Texture_SecondaryGlow = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow , sampler);sampler++;}
1199 if (p->loc_Texture_Pants >= 0) {p->tex_Texture_Pants = sampler;qglUniform1i(p->loc_Texture_Pants , sampler);sampler++;}
1200 if (p->loc_Texture_Shirt >= 0) {p->tex_Texture_Shirt = sampler;qglUniform1i(p->loc_Texture_Shirt , sampler);sampler++;}
1201 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1202 if (p->loc_Texture_FogMask >= 0) {p->tex_Texture_FogMask = sampler;qglUniform1i(p->loc_Texture_FogMask , sampler);sampler++;}
1203 if (p->loc_Texture_Lightmap >= 0) {p->tex_Texture_Lightmap = sampler;qglUniform1i(p->loc_Texture_Lightmap , sampler);sampler++;}
1204 if (p->loc_Texture_Deluxemap >= 0) {p->tex_Texture_Deluxemap = sampler;qglUniform1i(p->loc_Texture_Deluxemap , sampler);sampler++;}
1205 if (p->loc_Texture_Attenuation >= 0) {p->tex_Texture_Attenuation = sampler;qglUniform1i(p->loc_Texture_Attenuation , sampler);sampler++;}
1206 if (p->loc_Texture_Cube >= 0) {p->tex_Texture_Cube = sampler;qglUniform1i(p->loc_Texture_Cube , sampler);sampler++;}
1207 if (p->loc_Texture_Refraction >= 0) {p->tex_Texture_Refraction = sampler;qglUniform1i(p->loc_Texture_Refraction , sampler);sampler++;}
1208 if (p->loc_Texture_Reflection >= 0) {p->tex_Texture_Reflection = sampler;qglUniform1i(p->loc_Texture_Reflection , sampler);sampler++;}
1209 if (p->loc_Texture_ShadowMap2D >= 0) {p->tex_Texture_ShadowMap2D = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D , sampler);sampler++;}
1210 if (p->loc_Texture_CubeProjection >= 0) {p->tex_Texture_CubeProjection = sampler;qglUniform1i(p->loc_Texture_CubeProjection , sampler);sampler++;}
1211 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1212 if (p->loc_Texture_ScreenDiffuse >= 0) {p->tex_Texture_ScreenDiffuse = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse , sampler);sampler++;}
1213 if (p->loc_Texture_ScreenSpecular >= 0) {p->tex_Texture_ScreenSpecular = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular , sampler);sampler++;}
1214 if (p->loc_Texture_ReflectMask >= 0) {p->tex_Texture_ReflectMask = sampler;qglUniform1i(p->loc_Texture_ReflectMask , sampler);sampler++;}
1215 if (p->loc_Texture_ReflectCube >= 0) {p->tex_Texture_ReflectCube = sampler;qglUniform1i(p->loc_Texture_ReflectCube , sampler);sampler++;}
1216 if (p->loc_Texture_BounceGrid >= 0) {p->tex_Texture_BounceGrid = sampler;qglUniform1i(p->loc_Texture_BounceGrid , sampler);sampler++;}
1218 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1221 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
1225 Mem_Free(vertexstring);
1227 Mem_Free(geometrystring);
1229 Mem_Free(fragmentstring);
1232 static void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
1234 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1235 if (r_glsl_permutation != perm)
1237 r_glsl_permutation = perm;
1238 if (!r_glsl_permutation->program)
1240 if (!r_glsl_permutation->compiled)
1241 R_GLSL_CompilePermutation(perm, mode, permutation);
1242 if (!r_glsl_permutation->program)
1244 // remove features until we find a valid permutation
1246 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1248 // reduce i more quickly whenever it would not remove any bits
1249 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1250 if (!(permutation & j))
1253 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1254 if (!r_glsl_permutation->compiled)
1255 R_GLSL_CompilePermutation(perm, mode, permutation);
1256 if (r_glsl_permutation->program)
1259 if (i >= SHADERPERMUTATION_COUNT)
1261 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
1262 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1263 qglUseProgram(0);CHECKGLERROR
1264 return; // no bit left to clear, entire mode is broken
1269 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1271 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1272 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1273 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1280 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
1281 extern D3DCAPS9 vid_d3d9caps;
1284 struct r_hlsl_permutation_s;
1285 typedef struct r_hlsl_permutation_s
1287 /// hash lookup data
1288 struct r_hlsl_permutation_s *hashnext;
1290 unsigned int permutation;
1292 /// indicates if we have tried compiling this permutation already
1294 /// NULL if compilation failed
1295 IDirect3DVertexShader9 *vertexshader;
1296 IDirect3DPixelShader9 *pixelshader;
1298 r_hlsl_permutation_t;
1300 typedef enum D3DVSREGISTER_e
1302 D3DVSREGISTER_TexMatrix = 0, // float4x4
1303 D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
1304 D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
1305 D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
1306 D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
1307 D3DVSREGISTER_ModelToLight = 20, // float4x4
1308 D3DVSREGISTER_EyePosition = 24,
1309 D3DVSREGISTER_FogPlane = 25,
1310 D3DVSREGISTER_LightDir = 26,
1311 D3DVSREGISTER_LightPosition = 27,
1315 typedef enum D3DPSREGISTER_e
1317 D3DPSREGISTER_Alpha = 0,
1318 D3DPSREGISTER_BloomBlur_Parameters = 1,
1319 D3DPSREGISTER_ClientTime = 2,
1320 D3DPSREGISTER_Color_Ambient = 3,
1321 D3DPSREGISTER_Color_Diffuse = 4,
1322 D3DPSREGISTER_Color_Specular = 5,
1323 D3DPSREGISTER_Color_Glow = 6,
1324 D3DPSREGISTER_Color_Pants = 7,
1325 D3DPSREGISTER_Color_Shirt = 8,
1326 D3DPSREGISTER_DeferredColor_Ambient = 9,
1327 D3DPSREGISTER_DeferredColor_Diffuse = 10,
1328 D3DPSREGISTER_DeferredColor_Specular = 11,
1329 D3DPSREGISTER_DeferredMod_Diffuse = 12,
1330 D3DPSREGISTER_DeferredMod_Specular = 13,
1331 D3DPSREGISTER_DistortScaleRefractReflect = 14,
1332 D3DPSREGISTER_EyePosition = 15, // unused
1333 D3DPSREGISTER_FogColor = 16,
1334 D3DPSREGISTER_FogHeightFade = 17,
1335 D3DPSREGISTER_FogPlane = 18,
1336 D3DPSREGISTER_FogPlaneViewDist = 19,
1337 D3DPSREGISTER_FogRangeRecip = 20,
1338 D3DPSREGISTER_LightColor = 21,
1339 D3DPSREGISTER_LightDir = 22, // unused
1340 D3DPSREGISTER_LightPosition = 23,
1341 D3DPSREGISTER_OffsetMapping_ScaleSteps = 24,
1342 D3DPSREGISTER_PixelSize = 25,
1343 D3DPSREGISTER_ReflectColor = 26,
1344 D3DPSREGISTER_ReflectFactor = 27,
1345 D3DPSREGISTER_ReflectOffset = 28,
1346 D3DPSREGISTER_RefractColor = 29,
1347 D3DPSREGISTER_Saturation = 30,
1348 D3DPSREGISTER_ScreenCenterRefractReflect = 31,
1349 D3DPSREGISTER_ScreenScaleRefractReflect = 32,
1350 D3DPSREGISTER_ScreenToDepth = 33,
1351 D3DPSREGISTER_ShadowMap_Parameters = 34,
1352 D3DPSREGISTER_ShadowMap_TextureScale = 35,
1353 D3DPSREGISTER_SpecularPower = 36,
1354 D3DPSREGISTER_UserVec1 = 37,
1355 D3DPSREGISTER_UserVec2 = 38,
1356 D3DPSREGISTER_UserVec3 = 39,
1357 D3DPSREGISTER_UserVec4 = 40,
1358 D3DPSREGISTER_ViewTintColor = 41,
1359 D3DPSREGISTER_PixelToScreenTexCoord = 42,
1360 D3DPSREGISTER_BloomColorSubtract = 43,
1361 D3DPSREGISTER_ViewToLight = 44, // float4x4
1362 D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
1363 D3DPSREGISTER_NormalmapScrollBlend = 52,
1364 D3DPSREGISTER_OffsetMapping_LodDistance = 53,
1365 D3DPSREGISTER_OffsetMapping_Bias = 54,
1370 /// information about each possible shader permutation
1371 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1372 /// currently selected permutation
1373 r_hlsl_permutation_t *r_hlsl_permutation;
1374 /// storage for permutations linked in the hash table
1375 memexpandablearray_t r_hlsl_permutationarray;
1377 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1379 //unsigned int hashdepth = 0;
1380 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1381 r_hlsl_permutation_t *p;
1382 for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1384 if (p->mode == mode && p->permutation == permutation)
1386 //if (hashdepth > 10)
1387 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1392 p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
1394 p->permutation = permutation;
1395 p->hashnext = r_hlsl_permutationhash[mode][hashindex];
1396 r_hlsl_permutationhash[mode][hashindex] = p;
1397 //if (hashdepth > 10)
1398 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1402 static char *R_HLSL_GetText(const char *filename, qboolean printfromdisknotice)
1405 if (!filename || !filename[0])
1407 if (!strcmp(filename, "hlsl/default.hlsl"))
1409 if (!hlslshaderstring)
1411 hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1412 if (hlslshaderstring)
1413 Con_DPrintf("Loading shaders from file %s...\n", filename);
1415 hlslshaderstring = (char *)builtinhlslshaderstring;
1417 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
1418 memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
1419 return shaderstring;
1421 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1424 if (printfromdisknotice)
1425 Con_DPrintf("from disk %s... ", filename);
1426 return shaderstring;
1428 return shaderstring;
1432 //#include <d3dx9shader.h>
1433 //#include <d3dx9mesh.h>
1435 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
1437 DWORD *vsbin = NULL;
1438 DWORD *psbin = NULL;
1439 fs_offset_t vsbinsize;
1440 fs_offset_t psbinsize;
1441 // IDirect3DVertexShader9 *vs = NULL;
1442 // IDirect3DPixelShader9 *ps = NULL;
1443 ID3DXBuffer *vslog = NULL;
1444 ID3DXBuffer *vsbuffer = NULL;
1445 ID3DXConstantTable *vsconstanttable = NULL;
1446 ID3DXBuffer *pslog = NULL;
1447 ID3DXBuffer *psbuffer = NULL;
1448 ID3DXConstantTable *psconstanttable = NULL;
1451 char temp[MAX_INPUTLINE];
1452 const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
1454 qboolean debugshader = gl_paranoid.integer != 0;
1455 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1456 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1459 vsbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
1460 psbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.psbin", cachename), r_main_mempool, true, &psbinsize);
1462 if ((!vsbin && vertstring) || (!psbin && fragstring))
1464 const char* dllnames_d3dx9 [] =
1488 dllhandle_t d3dx9_dll = NULL;
1489 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1490 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
1491 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1492 dllfunction_t d3dx9_dllfuncs[] =
1494 {"D3DXCompileShaderFromFileA", (void **) &qD3DXCompileShaderFromFileA},
1495 {"D3DXPreprocessShader", (void **) &qD3DXPreprocessShader},
1496 {"D3DXCompileShader", (void **) &qD3DXCompileShader},
1499 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
1501 DWORD shaderflags = 0;
1503 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
1504 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1505 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1506 if (vertstring && vertstring[0])
1510 // vsresult = qD3DXPreprocessShader(vertstring, strlen(vertstring), NULL, NULL, &vsbuffer, &vslog);
1511 // FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_vs.fx", cachename), vsbuffer->GetBufferPointer(), vsbuffer->GetBufferSize());
1512 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_vs.fx", cachename), vertstring, strlen(vertstring));
1513 vsresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1516 vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1519 vsbinsize = vsbuffer->GetBufferSize();
1520 vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
1521 memcpy(vsbin, vsbuffer->GetBufferPointer(), vsbinsize);
1522 vsbuffer->Release();
1526 strlcpy(temp, (const char *)vslog->GetBufferPointer(), min(sizeof(temp), vslog->GetBufferSize()));
1527 Con_DPrintf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
1531 if (fragstring && fragstring[0])
1535 // psresult = qD3DXPreprocessShader(fragstring, strlen(fragstring), NULL, NULL, &psbuffer, &pslog);
1536 // FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_ps.fx", cachename), psbuffer->GetBufferPointer(), psbuffer->GetBufferSize());
1537 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_ps.fx", cachename), fragstring, strlen(fragstring));
1538 psresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1541 psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1544 psbinsize = psbuffer->GetBufferSize();
1545 psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
1546 memcpy(psbin, psbuffer->GetBufferPointer(), psbinsize);
1547 psbuffer->Release();
1551 strlcpy(temp, (const char *)pslog->GetBufferPointer(), min(sizeof(temp), pslog->GetBufferSize()));
1552 Con_DPrintf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
1556 Sys_UnloadLibrary(&d3dx9_dll);
1559 Con_DPrintf("Unable to compile shader - D3DXCompileShader function not found\n");
1563 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
1564 if (FAILED(vsresult))
1565 Con_DPrintf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
1566 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
1567 if (FAILED(psresult))
1568 Con_DPrintf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
1570 // free the shader data
1571 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1572 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1575 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1578 shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
1579 int vertstring_length = 0;
1580 int geomstring_length = 0;
1581 int fragstring_length = 0;
1583 char *vertexstring, *geometrystring, *fragmentstring;
1584 char *vertstring, *geomstring, *fragstring;
1585 char permutationname[256];
1586 char cachename[256];
1587 int vertstrings_count = 0;
1588 int geomstrings_count = 0;
1589 int fragstrings_count = 0;
1590 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1591 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1592 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1597 p->vertexshader = NULL;
1598 p->pixelshader = NULL;
1600 permutationname[0] = 0;
1602 vertexstring = R_HLSL_GetText(modeinfo->vertexfilename, true);
1603 geometrystring = R_HLSL_GetText(modeinfo->geometryfilename, false);
1604 fragmentstring = R_HLSL_GetText(modeinfo->fragmentfilename, false);
1606 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
1607 strlcat(cachename, "hlsl/", sizeof(cachename));
1609 // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
1610 vertstrings_count = 0;
1611 geomstrings_count = 0;
1612 fragstrings_count = 0;
1613 vertstrings_list[vertstrings_count++] = "#define HLSL\n";
1614 geomstrings_list[geomstrings_count++] = "#define HLSL\n";
1615 fragstrings_list[fragstrings_count++] = "#define HLSL\n";
1617 // the first pretext is which type of shader to compile as
1618 // (later these will all be bound together as a program object)
1619 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1620 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1621 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1623 // the second pretext is the mode (for example a light source)
1624 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1625 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1626 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1627 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1628 strlcat(cachename, modeinfo->name, sizeof(cachename));
1630 // now add all the permutation pretexts
1631 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1633 if (permutation & (1<<i))
1635 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1636 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1637 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1638 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1639 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
1643 // keep line numbers correct
1644 vertstrings_list[vertstrings_count++] = "\n";
1645 geomstrings_list[geomstrings_count++] = "\n";
1646 fragstrings_list[fragstrings_count++] = "\n";
1651 R_CompileShader_AddStaticParms(mode, permutation);
1652 memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1653 vertstrings_count += shaderstaticparms_count;
1654 memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1655 geomstrings_count += shaderstaticparms_count;
1656 memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1657 fragstrings_count += shaderstaticparms_count;
1659 // replace spaces in the cachename with _ characters
1660 for (i = 0;cachename[i];i++)
1661 if (cachename[i] == ' ')
1664 // now append the shader text itself
1665 vertstrings_list[vertstrings_count++] = vertexstring;
1666 geomstrings_list[geomstrings_count++] = geometrystring;
1667 fragstrings_list[fragstrings_count++] = fragmentstring;
1669 // if any sources were NULL, clear the respective list
1671 vertstrings_count = 0;
1672 if (!geometrystring)
1673 geomstrings_count = 0;
1674 if (!fragmentstring)
1675 fragstrings_count = 0;
1677 vertstring_length = 0;
1678 for (i = 0;i < vertstrings_count;i++)
1679 vertstring_length += strlen(vertstrings_list[i]);
1680 vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
1681 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
1682 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
1684 geomstring_length = 0;
1685 for (i = 0;i < geomstrings_count;i++)
1686 geomstring_length += strlen(geomstrings_list[i]);
1687 geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
1688 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
1689 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
1691 fragstring_length = 0;
1692 for (i = 0;i < fragstrings_count;i++)
1693 fragstring_length += strlen(fragstrings_list[i]);
1694 fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
1695 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
1696 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
1698 // try to load the cached shader, or generate one
1699 R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
1701 if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
1702 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
1704 Con_Printf("^1HLSL shader %s failed! some features may not work properly.\n", permutationname);
1708 Mem_Free(vertstring);
1710 Mem_Free(geomstring);
1712 Mem_Free(fragstring);
1714 Mem_Free(vertexstring);
1716 Mem_Free(geometrystring);
1718 Mem_Free(fragmentstring);
1721 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
1722 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
1723 static inline void hlslVSSetParameter4f(D3DVSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1724 static inline void hlslVSSetParameter3f(D3DVSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1725 static inline void hlslVSSetParameter2f(D3DVSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1726 static inline void hlslVSSetParameter1f(D3DVSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1728 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
1729 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
1730 static inline void hlslPSSetParameter4f(D3DPSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1731 static inline void hlslPSSetParameter3f(D3DPSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1732 static inline void hlslPSSetParameter2f(D3DPSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1733 static inline void hlslPSSetParameter1f(D3DPSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1735 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
1737 r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
1738 if (r_hlsl_permutation != perm)
1740 r_hlsl_permutation = perm;
1741 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1743 if (!r_hlsl_permutation->compiled)
1744 R_HLSL_CompilePermutation(perm, mode, permutation);
1745 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1747 // remove features until we find a valid permutation
1749 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1751 // reduce i more quickly whenever it would not remove any bits
1752 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1753 if (!(permutation & j))
1756 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1757 if (!r_hlsl_permutation->compiled)
1758 R_HLSL_CompilePermutation(perm, mode, permutation);
1759 if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
1762 if (i >= SHADERPERMUTATION_COUNT)
1764 //Con_Printf("Could not find a working HLSL shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
1765 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1766 return; // no bit left to clear, entire mode is broken
1770 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
1771 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
1773 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
1774 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
1775 hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
1779 static void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int permutation)
1781 DPSOFTRAST_SetShader(mode, permutation, r_shadow_glossexact.integer);
1782 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
1783 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
1784 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ClientTime, cl.time);
1787 static void R_GLSL_Restart_f(void)
1789 unsigned int i, limit;
1790 if (glslshaderstring && glslshaderstring != builtinshaderstring)
1791 Mem_Free(glslshaderstring);
1792 glslshaderstring = NULL;
1793 if (hlslshaderstring && hlslshaderstring != builtinhlslshaderstring)
1794 Mem_Free(hlslshaderstring);
1795 hlslshaderstring = NULL;
1796 switch(vid.renderpath)
1798 case RENDERPATH_D3D9:
1801 r_hlsl_permutation_t *p;
1802 r_hlsl_permutation = NULL;
1803 limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
1804 for (i = 0;i < limit;i++)
1806 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
1808 if (p->vertexshader)
1809 IDirect3DVertexShader9_Release(p->vertexshader);
1811 IDirect3DPixelShader9_Release(p->pixelshader);
1812 Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
1815 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
1819 case RENDERPATH_D3D10:
1820 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1822 case RENDERPATH_D3D11:
1823 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1825 case RENDERPATH_GL20:
1826 case RENDERPATH_GLES2:
1828 r_glsl_permutation_t *p;
1829 r_glsl_permutation = NULL;
1830 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1831 for (i = 0;i < limit;i++)
1833 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1835 GL_Backend_FreeProgram(p->program);
1836 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1839 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1842 case RENDERPATH_GL11:
1843 case RENDERPATH_GL13:
1844 case RENDERPATH_GLES1:
1846 case RENDERPATH_SOFT:
1851 static void R_GLSL_DumpShader_f(void)
1856 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1859 FS_Print(file, "/* The engine may define the following macros:\n");
1860 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1861 for (i = 0;i < SHADERMODE_COUNT;i++)
1862 FS_Print(file, glslshadermodeinfo[i].pretext);
1863 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1864 FS_Print(file, shaderpermutationinfo[i].pretext);
1865 FS_Print(file, "*/\n");
1866 FS_Print(file, builtinshaderstring);
1868 Con_Printf("glsl/default.glsl written\n");
1871 Con_Printf("failed to write to glsl/default.glsl\n");
1873 file = FS_OpenRealFile("hlsl/default.hlsl", "w", false);
1876 FS_Print(file, "/* The engine may define the following macros:\n");
1877 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1878 for (i = 0;i < SHADERMODE_COUNT;i++)
1879 FS_Print(file, hlslshadermodeinfo[i].pretext);
1880 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1881 FS_Print(file, shaderpermutationinfo[i].pretext);
1882 FS_Print(file, "*/\n");
1883 FS_Print(file, builtinhlslshaderstring);
1885 Con_Printf("hlsl/default.hlsl written\n");
1888 Con_Printf("failed to write to hlsl/default.hlsl\n");
1891 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
1893 unsigned int permutation = 0;
1894 if (r_trippy.integer && !notrippy)
1895 permutation |= SHADERPERMUTATION_TRIPPY;
1896 permutation |= SHADERPERMUTATION_VIEWTINT;
1898 permutation |= SHADERPERMUTATION_DIFFUSE;
1900 permutation |= SHADERPERMUTATION_SPECULAR;
1901 if (texturemode == GL_MODULATE)
1902 permutation |= SHADERPERMUTATION_COLORMAPPING;
1903 else if (texturemode == GL_ADD)
1904 permutation |= SHADERPERMUTATION_GLOW;
1905 else if (texturemode == GL_DECAL)
1906 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1907 if (usegamma && v_glslgamma.integer && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
1908 permutation |= SHADERPERMUTATION_GAMMARAMPS;
1909 if (suppresstexalpha)
1910 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1912 texturemode = GL_MODULATE;
1913 if (vid.allowalphatocoverage)
1914 GL_AlphaToCoverage(false);
1915 switch (vid.renderpath)
1917 case RENDERPATH_D3D9:
1919 R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, permutation);
1920 R_Mesh_TexBind(GL20TU_FIRST , first );
1921 R_Mesh_TexBind(GL20TU_SECOND, second);
1922 if (permutation & SHADERPERMUTATION_GAMMARAMPS)
1923 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1926 case RENDERPATH_D3D10:
1927 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1929 case RENDERPATH_D3D11:
1930 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1932 case RENDERPATH_GL20:
1933 case RENDERPATH_GLES2:
1934 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
1935 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , first );
1936 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second);
1937 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
1938 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1940 case RENDERPATH_GL13:
1941 case RENDERPATH_GLES1:
1942 R_Mesh_TexBind(0, first );
1943 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
1944 R_Mesh_TexBind(1, second);
1946 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
1948 case RENDERPATH_GL11:
1949 R_Mesh_TexBind(0, first );
1951 case RENDERPATH_SOFT:
1952 R_SetupShader_SetPermutationSoft(SHADERMODE_GENERIC, permutation);
1953 R_Mesh_TexBind(GL20TU_FIRST , first );
1954 R_Mesh_TexBind(GL20TU_SECOND, second);
1959 void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy)
1961 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, usegamma, notrippy, false);
1964 void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb)
1966 unsigned int permutation = 0;
1967 if (r_trippy.integer && !notrippy)
1968 permutation |= SHADERPERMUTATION_TRIPPY;
1970 permutation |= SHADERPERMUTATION_DEPTHRGB;
1971 if (vid.allowalphatocoverage)
1972 GL_AlphaToCoverage(false);
1973 switch (vid.renderpath)
1975 case RENDERPATH_D3D9:
1977 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
1980 case RENDERPATH_D3D10:
1981 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1983 case RENDERPATH_D3D11:
1984 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1986 case RENDERPATH_GL20:
1987 case RENDERPATH_GLES2:
1988 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
1990 case RENDERPATH_GL13:
1991 case RENDERPATH_GLES1:
1992 R_Mesh_TexBind(0, 0);
1993 R_Mesh_TexBind(1, 0);
1995 case RENDERPATH_GL11:
1996 R_Mesh_TexBind(0, 0);
1998 case RENDERPATH_SOFT:
1999 R_SetupShader_SetPermutationSoft(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2004 void R_SetupShader_ShowDepth(qboolean notrippy)
2006 int permutation = 0;
2007 if (r_trippy.integer && !notrippy)
2008 permutation |= SHADERPERMUTATION_TRIPPY;
2009 if (vid.allowalphatocoverage)
2010 GL_AlphaToCoverage(false);
2011 switch (vid.renderpath)
2013 case RENDERPATH_D3D9:
2015 R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, permutation);
2018 case RENDERPATH_D3D10:
2019 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2021 case RENDERPATH_D3D11:
2022 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2024 case RENDERPATH_GL20:
2025 case RENDERPATH_GLES2:
2026 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, permutation);
2028 case RENDERPATH_GL13:
2029 case RENDERPATH_GLES1:
2031 case RENDERPATH_GL11:
2033 case RENDERPATH_SOFT:
2034 R_SetupShader_SetPermutationSoft(SHADERMODE_SHOWDEPTH, permutation);
2039 extern qboolean r_shadow_usingdeferredprepass;
2040 extern rtexture_t *r_shadow_attenuationgradienttexture;
2041 extern rtexture_t *r_shadow_attenuation2dtexture;
2042 extern rtexture_t *r_shadow_attenuation3dtexture;
2043 extern qboolean r_shadow_usingshadowmap2d;
2044 extern qboolean r_shadow_usingshadowmaportho;
2045 extern float r_shadow_shadowmap_texturescale[2];
2046 extern float r_shadow_shadowmap_parameters[4];
2047 extern qboolean r_shadow_shadowmapvsdct;
2048 extern qboolean r_shadow_shadowmapsampler;
2049 extern int r_shadow_shadowmappcf;
2050 extern rtexture_t *r_shadow_shadowmap2ddepthbuffer;
2051 extern rtexture_t *r_shadow_shadowmap2ddepthtexture;
2052 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
2053 extern matrix4x4_t r_shadow_shadowmapmatrix;
2054 extern int r_shadow_shadowmaplod; // changes for each light based on distance
2055 extern int r_shadow_prepass_width;
2056 extern int r_shadow_prepass_height;
2057 extern rtexture_t *r_shadow_prepassgeometrydepthbuffer;
2058 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
2059 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
2060 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
2062 #define BLENDFUNC_ALLOWS_COLORMOD 1
2063 #define BLENDFUNC_ALLOWS_FOG 2
2064 #define BLENDFUNC_ALLOWS_FOG_HACK0 4
2065 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
2066 #define BLENDFUNC_ALLOWS_ANYFOG (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2067 static int R_BlendFuncFlags(int src, int dst)
2071 // a blendfunc allows colormod if:
2072 // a) it can never keep the destination pixel invariant, or
2073 // b) it can keep the destination pixel invariant, and still can do so if colormodded
2074 // this is to prevent unintended side effects from colormod
2076 // a blendfunc allows fog if:
2077 // blend(fog(src), fog(dst)) == fog(blend(src, dst))
2078 // this is to prevent unintended side effects from fog
2080 // these checks are the output of fogeval.pl
2082 r |= BLENDFUNC_ALLOWS_COLORMOD;
2083 if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2084 if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2085 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2086 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2087 if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2088 if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2089 if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2090 if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2091 if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
2092 if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
2093 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2094 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2095 if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2096 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2097 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2098 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2099 if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2100 if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2101 if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2102 if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
2103 if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2108 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane, qboolean notrippy)
2110 // select a permutation of the lighting shader appropriate to this
2111 // combination of texture, entity, light source, and fogging, only use the
2112 // minimum features necessary to avoid wasting rendering time in the
2113 // fragment shader on features that are not being used
2114 unsigned int permutation = 0;
2115 unsigned int mode = 0;
2117 static float dummy_colormod[3] = {1, 1, 1};
2118 float *colormod = rsurface.colormod;
2120 matrix4x4_t tempmatrix;
2121 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
2122 if (r_trippy.integer && !notrippy)
2123 permutation |= SHADERPERMUTATION_TRIPPY;
2124 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2125 permutation |= SHADERPERMUTATION_ALPHAKILL;
2126 if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1])
2127 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
2128 if (rsurfacepass == RSURFPASS_BACKGROUND)
2130 // distorted background
2131 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2133 mode = SHADERMODE_WATER;
2134 if((r_wateralpha.value < 1) && (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA))
2136 // this is the right thing to do for wateralpha
2137 GL_BlendFunc(GL_ONE, GL_ZERO);
2138 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2142 // this is the right thing to do for entity alpha
2143 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2144 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2147 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
2149 mode = SHADERMODE_REFRACTION;
2150 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2151 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2155 mode = SHADERMODE_GENERIC;
2156 permutation |= SHADERPERMUTATION_DIFFUSE;
2157 GL_BlendFunc(GL_ONE, GL_ZERO);
2158 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2160 if (vid.allowalphatocoverage)
2161 GL_AlphaToCoverage(false);
2163 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
2165 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2167 switch(rsurface.texture->offsetmapping)
2169 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2170 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2171 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2172 case OFFSETMAPPING_OFF: break;
2175 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2176 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2177 // normalmap (deferred prepass), may use alpha test on diffuse
2178 mode = SHADERMODE_DEFERREDGEOMETRY;
2179 GL_BlendFunc(GL_ONE, GL_ZERO);
2180 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2181 if (vid.allowalphatocoverage)
2182 GL_AlphaToCoverage(false);
2184 else if (rsurfacepass == RSURFPASS_RTLIGHT)
2186 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2188 switch(rsurface.texture->offsetmapping)
2190 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2191 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2192 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2193 case OFFSETMAPPING_OFF: break;
2196 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2197 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2199 mode = SHADERMODE_LIGHTSOURCE;
2200 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2201 permutation |= SHADERPERMUTATION_CUBEFILTER;
2202 if (diffusescale > 0)
2203 permutation |= SHADERPERMUTATION_DIFFUSE;
2204 if (specularscale > 0)
2205 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2206 if (r_refdef.fogenabled)
2207 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2208 if (rsurface.texture->colormapping)
2209 permutation |= SHADERPERMUTATION_COLORMAPPING;
2210 if (r_shadow_usingshadowmap2d)
2212 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2213 if(r_shadow_shadowmapvsdct)
2214 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2216 if (r_shadow_shadowmapsampler)
2217 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2218 if (r_shadow_shadowmappcf > 1)
2219 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2220 else if (r_shadow_shadowmappcf)
2221 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2222 if (r_shadow_shadowmap2ddepthbuffer)
2223 permutation |= SHADERPERMUTATION_DEPTHRGB;
2225 if (rsurface.texture->reflectmasktexture)
2226 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2227 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2228 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
2229 if (vid.allowalphatocoverage)
2230 GL_AlphaToCoverage(false);
2232 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2234 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2236 switch(rsurface.texture->offsetmapping)
2238 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2239 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2240 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2241 case OFFSETMAPPING_OFF: break;
2244 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2245 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2246 // unshaded geometry (fullbright or ambient model lighting)
2247 mode = SHADERMODE_FLATCOLOR;
2248 ambientscale = diffusescale = specularscale = 0;
2249 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2250 permutation |= SHADERPERMUTATION_GLOW;
2251 if (r_refdef.fogenabled)
2252 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2253 if (rsurface.texture->colormapping)
2254 permutation |= SHADERPERMUTATION_COLORMAPPING;
2255 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2257 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2258 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2260 if (r_shadow_shadowmapsampler)
2261 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2262 if (r_shadow_shadowmappcf > 1)
2263 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2264 else if (r_shadow_shadowmappcf)
2265 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2266 if (r_shadow_shadowmap2ddepthbuffer)
2267 permutation |= SHADERPERMUTATION_DEPTHRGB;
2269 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2270 permutation |= SHADERPERMUTATION_REFLECTION;
2271 if (rsurface.texture->reflectmasktexture)
2272 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2273 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2274 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2275 // when using alphatocoverage, we don't need alphakill
2276 if (vid.allowalphatocoverage)
2278 if (r_transparent_alphatocoverage.integer)
2280 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2281 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2284 GL_AlphaToCoverage(false);
2287 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2289 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2291 switch(rsurface.texture->offsetmapping)
2293 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2294 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2295 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2296 case OFFSETMAPPING_OFF: break;
2299 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2300 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2301 // directional model lighting
2302 mode = SHADERMODE_LIGHTDIRECTION;
2303 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2304 permutation |= SHADERPERMUTATION_GLOW;
2305 permutation |= SHADERPERMUTATION_DIFFUSE;
2306 if (specularscale > 0)
2307 permutation |= SHADERPERMUTATION_SPECULAR;
2308 if (r_refdef.fogenabled)
2309 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2310 if (rsurface.texture->colormapping)
2311 permutation |= SHADERPERMUTATION_COLORMAPPING;
2312 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2314 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2315 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2317 if (r_shadow_shadowmapsampler)
2318 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2319 if (r_shadow_shadowmappcf > 1)
2320 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2321 else if (r_shadow_shadowmappcf)
2322 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2323 if (r_shadow_shadowmap2ddepthbuffer)
2324 permutation |= SHADERPERMUTATION_DEPTHRGB;
2326 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2327 permutation |= SHADERPERMUTATION_REFLECTION;
2328 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2329 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2330 if (rsurface.texture->reflectmasktexture)
2331 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2332 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2334 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2335 if (r_shadow_bouncegriddirectional)
2336 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2338 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2339 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2340 // when using alphatocoverage, we don't need alphakill
2341 if (vid.allowalphatocoverage)
2343 if (r_transparent_alphatocoverage.integer)
2345 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2346 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2349 GL_AlphaToCoverage(false);
2352 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2354 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2356 switch(rsurface.texture->offsetmapping)
2358 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2359 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2360 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2361 case OFFSETMAPPING_OFF: break;
2364 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2365 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2366 // ambient model lighting
2367 mode = SHADERMODE_LIGHTDIRECTION;
2368 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2369 permutation |= SHADERPERMUTATION_GLOW;
2370 if (r_refdef.fogenabled)
2371 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2372 if (rsurface.texture->colormapping)
2373 permutation |= SHADERPERMUTATION_COLORMAPPING;
2374 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2376 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2377 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2379 if (r_shadow_shadowmapsampler)
2380 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2381 if (r_shadow_shadowmappcf > 1)
2382 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2383 else if (r_shadow_shadowmappcf)
2384 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2385 if (r_shadow_shadowmap2ddepthbuffer)
2386 permutation |= SHADERPERMUTATION_DEPTHRGB;
2388 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2389 permutation |= SHADERPERMUTATION_REFLECTION;
2390 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2391 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2392 if (rsurface.texture->reflectmasktexture)
2393 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2394 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2396 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2397 if (r_shadow_bouncegriddirectional)
2398 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2400 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2401 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2402 // when using alphatocoverage, we don't need alphakill
2403 if (vid.allowalphatocoverage)
2405 if (r_transparent_alphatocoverage.integer)
2407 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2408 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2411 GL_AlphaToCoverage(false);
2416 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2418 switch(rsurface.texture->offsetmapping)
2420 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2421 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2422 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2423 case OFFSETMAPPING_OFF: break;
2426 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2427 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2429 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2430 permutation |= SHADERPERMUTATION_GLOW;
2431 if (r_refdef.fogenabled)
2432 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2433 if (rsurface.texture->colormapping)
2434 permutation |= SHADERPERMUTATION_COLORMAPPING;
2435 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2437 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2438 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2440 if (r_shadow_shadowmapsampler)
2441 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2442 if (r_shadow_shadowmappcf > 1)
2443 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2444 else if (r_shadow_shadowmappcf)
2445 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2446 if (r_shadow_shadowmap2ddepthbuffer)
2447 permutation |= SHADERPERMUTATION_DEPTHRGB;
2449 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2450 permutation |= SHADERPERMUTATION_REFLECTION;
2451 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2452 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2453 if (rsurface.texture->reflectmasktexture)
2454 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2455 if (FAKELIGHT_ENABLED)
2457 // fake lightmapping (q1bsp, q3bsp, fullbright map)
2458 mode = SHADERMODE_FAKELIGHT;
2459 permutation |= SHADERPERMUTATION_DIFFUSE;
2460 if (specularscale > 0)
2461 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2463 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2465 // deluxemapping (light direction texture)
2466 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2467 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2469 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2470 permutation |= SHADERPERMUTATION_DIFFUSE;
2471 if (specularscale > 0)
2472 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2474 else if (r_glsl_deluxemapping.integer >= 2)
2476 // fake deluxemapping (uniform light direction in tangentspace)
2477 if (rsurface.uselightmaptexture)
2478 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
2480 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
2481 permutation |= SHADERPERMUTATION_DIFFUSE;
2482 if (specularscale > 0)
2483 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2485 else if (rsurface.uselightmaptexture)
2487 // ordinary lightmapping (q1bsp, q3bsp)
2488 mode = SHADERMODE_LIGHTMAP;
2492 // ordinary vertex coloring (q3bsp)
2493 mode = SHADERMODE_VERTEXCOLOR;
2495 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2497 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2498 if (r_shadow_bouncegriddirectional)
2499 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2501 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2502 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2503 // when using alphatocoverage, we don't need alphakill
2504 if (vid.allowalphatocoverage)
2506 if (r_transparent_alphatocoverage.integer)
2508 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2509 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2512 GL_AlphaToCoverage(false);
2515 if(!(blendfuncflags & BLENDFUNC_ALLOWS_COLORMOD))
2516 colormod = dummy_colormod;
2517 if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
2518 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
2519 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2520 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
2521 switch(vid.renderpath)
2523 case RENDERPATH_D3D9:
2525 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2526 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2527 R_SetupShader_SetPermutationHLSL(mode, permutation);
2528 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
2529 if (mode == SHADERMODE_LIGHTSOURCE)
2531 Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
2532 hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2536 if (mode == SHADERMODE_LIGHTDIRECTION)
2538 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2541 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
2542 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
2543 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
2544 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2545 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2547 if (mode == SHADERMODE_LIGHTSOURCE)
2549 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2550 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2551 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2552 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2553 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2555 // additive passes are only darkened by fog, not tinted
2556 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2557 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2561 if (mode == SHADERMODE_FLATCOLOR)
2563 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2565 else if (mode == SHADERMODE_LIGHTDIRECTION)
2567 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);
2568 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2569 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2570 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2571 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale, specularscale, specularscale);
2572 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
2573 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2577 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2578 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2579 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2580 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2581 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale, specularscale, specularscale);
2583 // additive passes are only darkened by fog, not tinted
2584 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2585 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2587 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2588 hlslPSSetParameter4f(D3DPSREGISTER_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2589 hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2590 hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2591 hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2592 hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2593 hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2594 hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
2595 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (rsurface.texture->specularpower - 1.0f) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2596 if (mode == SHADERMODE_WATER)
2597 hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2599 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2600 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2601 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2602 hlslPSSetParameter1f(D3DPSREGISTER_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2603 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2604 if (rsurface.texture->pantstexture)
2605 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2607 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
2608 if (rsurface.texture->shirttexture)
2609 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2611 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
2612 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2613 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
2614 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
2615 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
2616 hlslPSSetParameter4f(D3DPSREGISTER_OffsetMapping_ScaleSteps,
2617 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2618 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2619 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2620 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2622 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
2623 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Bias, rsurface.texture->offsetbias);
2624 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2625 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
2627 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
2628 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
2629 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
2630 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
2631 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
2632 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
2633 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
2634 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
2635 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
2636 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
2637 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
2638 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2639 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2640 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2641 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2642 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2643 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2644 if (rsurfacepass == RSURFPASS_BACKGROUND)
2646 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2647 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2648 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2652 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2654 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2655 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2656 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2657 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2659 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
2660 if (rsurface.rtlight)
2662 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2663 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2668 case RENDERPATH_D3D10:
2669 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2671 case RENDERPATH_D3D11:
2672 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2674 case RENDERPATH_GL20:
2675 case RENDERPATH_GLES2:
2676 if (!vid.useinterleavedarrays)
2678 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2679 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2680 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
2681 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
2682 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
2683 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
2684 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
2685 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
2689 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2690 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2692 R_SetupShader_SetPermutationGLSL(mode, permutation);
2693 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
2694 if (mode == SHADERMODE_LIGHTSOURCE)
2696 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
2697 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2698 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2699 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2700 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2701 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2703 // additive passes are only darkened by fog, not tinted
2704 if (r_glsl_permutation->loc_FogColor >= 0)
2705 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2706 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2710 if (mode == SHADERMODE_FLATCOLOR)
2712 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2714 else if (mode == SHADERMODE_LIGHTDIRECTION)
2716 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
2717 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2718 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2719 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2720 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale, specularscale, specularscale);
2721 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
2722 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2726 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2727 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2728 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2729 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2730 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale, specularscale, specularscale);
2732 // additive passes are only darkened by fog, not tinted
2733 if (r_glsl_permutation->loc_FogColor >= 0)
2735 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2736 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2738 qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2740 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2741 if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2742 if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2743 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4f(r_glsl_permutation->loc_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2744 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4f(r_glsl_permutation->loc_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2745 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2746 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2747 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2748 if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2f(r_glsl_permutation->loc_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2750 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
2751 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
2752 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
2753 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2754 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2756 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2757 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2758 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2759 if (r_glsl_permutation->loc_Color_Pants >= 0)
2761 if (rsurface.texture->pantstexture)
2762 qglUniform3f(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2764 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2766 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2768 if (rsurface.texture->shirttexture)
2769 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2771 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2773 if (r_glsl_permutation->loc_FogPlane >= 0) qglUniform4f(r_glsl_permutation->loc_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2774 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2775 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2776 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2777 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
2778 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2779 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2780 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2781 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2783 if (r_glsl_permutation->loc_OffsetMapping_LodDistance >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
2784 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, rsurface.texture->offsetbias);
2785 if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2786 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2787 if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegridmatrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);}
2788 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegridintensity*r_refdef.view.colorscale);
2790 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_texture_white );
2791 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_texture_white );
2792 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps , r_texture_gammaramps );
2793 if (r_glsl_permutation->tex_Texture_Normal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal , rsurface.texture->nmaptexture );
2794 if (r_glsl_permutation->tex_Texture_Color >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color , rsurface.texture->basetexture );
2795 if (r_glsl_permutation->tex_Texture_Gloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss , rsurface.texture->glosstexture );
2796 if (r_glsl_permutation->tex_Texture_Glow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow , rsurface.texture->glowtexture );
2797 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal , rsurface.texture->backgroundnmaptexture );
2798 if (r_glsl_permutation->tex_Texture_SecondaryColor >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );
2799 if (r_glsl_permutation->tex_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );
2800 if (r_glsl_permutation->tex_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );
2801 if (r_glsl_permutation->tex_Texture_Pants >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants , rsurface.texture->pantstexture );
2802 if (r_glsl_permutation->tex_Texture_Shirt >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt , rsurface.texture->shirttexture );
2803 if (r_glsl_permutation->tex_Texture_ReflectMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask , rsurface.texture->reflectmasktexture );
2804 if (r_glsl_permutation->tex_Texture_ReflectCube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectCube , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2805 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture );
2806 if (r_glsl_permutation->tex_Texture_FogMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask , r_texture_fogattenuation );
2807 if (r_glsl_permutation->tex_Texture_Lightmap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2808 if (r_glsl_permutation->tex_Texture_Deluxemap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2809 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2810 if (rsurfacepass == RSURFPASS_BACKGROUND)
2812 if (r_glsl_permutation->tex_Texture_Refraction >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Refraction , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2813 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2814 if (r_glsl_permutation->tex_Texture_Reflection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2818 if (r_glsl_permutation->tex_Texture_Reflection >= 0 && waterplane) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2820 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2821 if (r_glsl_permutation->tex_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );
2822 if (r_glsl_permutation->tex_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );
2823 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2825 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2ddepthtexture );
2826 if (rsurface.rtlight)
2828 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2829 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2832 if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegridtexture);
2835 case RENDERPATH_GL11:
2836 case RENDERPATH_GL13:
2837 case RENDERPATH_GLES1:
2839 case RENDERPATH_SOFT:
2840 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2841 R_Mesh_PrepareVertices_Mesh_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchsvector3f, rsurface.batchtvector3f, rsurface.batchnormal3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f);
2842 R_SetupShader_SetPermutationSoft(mode, permutation);
2843 {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToReflectCubeM1, 1, false, m16f);}
2844 if (mode == SHADERMODE_LIGHTSOURCE)
2846 {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToLightM1, 1, false, m16f);}
2847 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2848 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2849 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2850 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2851 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2853 // additive passes are only darkened by fog, not tinted
2854 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2855 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2859 if (mode == SHADERMODE_FLATCOLOR)
2861 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2863 else if (mode == SHADERMODE_LIGHTDIRECTION)
2865 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
2866 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2867 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2868 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2869 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale, specularscale, specularscale);
2870 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
2871 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2875 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2876 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2877 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2878 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2879 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale, specularscale, specularscale);
2881 // additive passes are only darkened by fog, not tinted
2882 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2883 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2885 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2886 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2887 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2888 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2889 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2890 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2891 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2892 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectOffset, rsurface.texture->reflectmin);
2893 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2894 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2896 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_TexMatrixM1, 1, false, m16f);}
2897 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_BackgroundTexMatrixM1, 1, false, m16f);}
2898 {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ShadowMapMatrixM1, 1, false, m16f);}
2899 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2900 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2902 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2903 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2904 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2905 if (DPSOFTRAST_UNIFORM_Color_Pants >= 0)
2907 if (rsurface.texture->pantstexture)
2908 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2910 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, 0, 0, 0);
2912 if (DPSOFTRAST_UNIFORM_Color_Shirt >= 0)
2914 if (rsurface.texture->shirttexture)
2915 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2917 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, 0, 0, 0);
2919 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2920 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogPlaneViewDist, rsurface.fogplaneviewdist);
2921 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogRangeRecip, rsurface.fograngerecip);
2922 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogHeightFade, rsurface.fogheightfade);
2923 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_OffsetMapping_ScaleSteps,
2924 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2925 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2926 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2927 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2929 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
2930 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_Bias, rsurface.texture->offsetbias);
2931 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2932 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2934 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
2935 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
2936 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
2937 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
2938 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
2939 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
2940 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
2941 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
2942 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
2943 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
2944 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
2945 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2946 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2947 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2948 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2949 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2950 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2951 if (rsurfacepass == RSURFPASS_BACKGROUND)
2953 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2954 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2955 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2959 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2961 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2962 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2963 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2964 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2966 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
2967 if (rsurface.rtlight)
2969 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2970 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2977 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
2979 // select a permutation of the lighting shader appropriate to this
2980 // combination of texture, entity, light source, and fogging, only use the
2981 // minimum features necessary to avoid wasting rendering time in the
2982 // fragment shader on features that are not being used
2983 unsigned int permutation = 0;
2984 unsigned int mode = 0;
2985 const float *lightcolorbase = rtlight->currentcolor;
2986 float ambientscale = rtlight->ambientscale;
2987 float diffusescale = rtlight->diffusescale;
2988 float specularscale = rtlight->specularscale;
2989 // this is the location of the light in view space
2990 vec3_t viewlightorigin;
2991 // this transforms from view space (camera) to light space (cubemap)
2992 matrix4x4_t viewtolight;
2993 matrix4x4_t lighttoview;
2994 float viewtolight16f[16];
2996 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
2997 if (rtlight->currentcubemap != r_texture_whitecube)
2998 permutation |= SHADERPERMUTATION_CUBEFILTER;
2999 if (diffusescale > 0)
3000 permutation |= SHADERPERMUTATION_DIFFUSE;
3001 if (specularscale > 0 && r_shadow_gloss.integer > 0)
3002 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
3003 if (r_shadow_usingshadowmap2d)
3005 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
3006 if (r_shadow_shadowmapvsdct)
3007 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
3009 if (r_shadow_shadowmapsampler)
3010 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
3011 if (r_shadow_shadowmappcf > 1)
3012 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
3013 else if (r_shadow_shadowmappcf)
3014 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
3015 if (r_shadow_shadowmap2ddepthbuffer)
3016 permutation |= SHADERPERMUTATION_DEPTHRGB;
3018 if (vid.allowalphatocoverage)
3019 GL_AlphaToCoverage(false);
3020 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
3021 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
3022 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
3023 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
3024 switch(vid.renderpath)
3026 case RENDERPATH_D3D9:
3028 R_SetupShader_SetPermutationHLSL(mode, permutation);
3029 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3030 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
3031 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3032 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3033 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3034 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3035 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3036 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3037 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3038 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
3040 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3041 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3042 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3043 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2ddepthtexture );
3044 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3047 case RENDERPATH_D3D10:
3048 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3050 case RENDERPATH_D3D11:
3051 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3053 case RENDERPATH_GL20:
3054 case RENDERPATH_GLES2:
3055 R_SetupShader_SetPermutationGLSL(mode, permutation);
3056 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3057 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
3058 if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3059 if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3060 if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3061 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2f( r_glsl_permutation->loc_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3062 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_Parameters , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3063 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f( r_glsl_permutation->loc_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3064 if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f( r_glsl_permutation->loc_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3065 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/vid.width, 1.0f/vid.height);
3067 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
3068 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
3069 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
3070 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2ddepthtexture );
3071 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
3073 case RENDERPATH_GL11:
3074 case RENDERPATH_GL13:
3075 case RENDERPATH_GLES1:
3077 case RENDERPATH_SOFT:
3078 R_SetupShader_SetPermutationGLSL(mode, permutation);
3079 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3080 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ViewToLightM1 , 1, false, viewtolight16f);
3081 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3082 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3083 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3084 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3085 DPSOFTRAST_Uniform4f( DPSOFTRAST_UNIFORM_ShadowMap_Parameters , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3086 DPSOFTRAST_Uniform1f( DPSOFTRAST_UNIFORM_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3087 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3088 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
3090 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3091 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3092 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3093 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2ddepthtexture );
3094 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3099 #define SKINFRAME_HASH 1024
3103 int loadsequence; // incremented each level change
3104 memexpandablearray_t array;
3105 skinframe_t *hash[SKINFRAME_HASH];
3108 r_skinframe_t r_skinframe;
3110 void R_SkinFrame_PrepareForPurge(void)
3112 r_skinframe.loadsequence++;
3113 // wrap it without hitting zero
3114 if (r_skinframe.loadsequence >= 200)
3115 r_skinframe.loadsequence = 1;
3118 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
3122 // mark the skinframe as used for the purging code
3123 skinframe->loadsequence = r_skinframe.loadsequence;
3126 void R_SkinFrame_Purge(void)
3130 for (i = 0;i < SKINFRAME_HASH;i++)
3132 for (s = r_skinframe.hash[i];s;s = s->next)
3134 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
3136 if (s->merged == s->base)
3138 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3139 R_PurgeTexture(s->stain );s->stain = NULL;
3140 R_PurgeTexture(s->merged);s->merged = NULL;
3141 R_PurgeTexture(s->base );s->base = NULL;
3142 R_PurgeTexture(s->pants );s->pants = NULL;
3143 R_PurgeTexture(s->shirt );s->shirt = NULL;
3144 R_PurgeTexture(s->nmap );s->nmap = NULL;
3145 R_PurgeTexture(s->gloss );s->gloss = NULL;
3146 R_PurgeTexture(s->glow );s->glow = NULL;
3147 R_PurgeTexture(s->fog );s->fog = NULL;
3148 R_PurgeTexture(s->reflect);s->reflect = NULL;
3149 s->loadsequence = 0;
3155 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
3157 char basename[MAX_QPATH];
3159 Image_StripImageExtension(name, basename, sizeof(basename));
3161 if( last == NULL ) {
3163 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3164 item = r_skinframe.hash[hashindex];
3169 // linearly search through the hash bucket
3170 for( ; item ; item = item->next ) {
3171 if( !strcmp( item->basename, basename ) ) {
3178 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
3182 char basename[MAX_QPATH];
3184 Image_StripImageExtension(name, basename, sizeof(basename));
3186 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3187 for (item = r_skinframe.hash[hashindex];item;item = item->next)
3188 if (!strcmp(item->basename, basename) && (comparecrc < 0 || (item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)))
3192 rtexture_t *dyntexture;
3193 // check whether its a dynamic texture
3194 dyntexture = CL_GetDynTexture( basename );
3195 if (!add && !dyntexture)
3197 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
3198 memset(item, 0, sizeof(*item));
3199 strlcpy(item->basename, basename, sizeof(item->basename));
3200 item->base = dyntexture; // either NULL or dyntexture handle
3201 item->textureflags = textureflags & ~TEXF_FORCE_RELOAD;
3202 item->comparewidth = comparewidth;
3203 item->compareheight = compareheight;
3204 item->comparecrc = comparecrc;
3205 item->next = r_skinframe.hash[hashindex];
3206 r_skinframe.hash[hashindex] = item;
3208 else if (textureflags & TEXF_FORCE_RELOAD)
3210 rtexture_t *dyntexture;
3211 // check whether its a dynamic texture
3212 dyntexture = CL_GetDynTexture( basename );
3213 if (!add && !dyntexture)
3215 if (item->merged == item->base)
3216 item->merged = NULL;
3217 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3218 R_PurgeTexture(item->stain );item->stain = NULL;
3219 R_PurgeTexture(item->merged);item->merged = NULL;
3220 R_PurgeTexture(item->base );item->base = NULL;
3221 R_PurgeTexture(item->pants );item->pants = NULL;
3222 R_PurgeTexture(item->shirt );item->shirt = NULL;
3223 R_PurgeTexture(item->nmap );item->nmap = NULL;
3224 R_PurgeTexture(item->gloss );item->gloss = NULL;
3225 R_PurgeTexture(item->glow );item->glow = NULL;
3226 R_PurgeTexture(item->fog );item->fog = NULL;
3227 R_PurgeTexture(item->reflect);item->reflect = NULL;
3228 item->loadsequence = 0;
3230 else if( item->base == NULL )
3232 rtexture_t *dyntexture;
3233 // check whether its a dynamic texture
3234 // this only needs to be done because Purge doesnt delete skinframes - only sets the texture pointers to NULL and we need to restore it before returing.. [11/29/2007 Black]
3235 dyntexture = CL_GetDynTexture( basename );
3236 item->base = dyntexture; // either NULL or dyntexture handle
3239 R_SkinFrame_MarkUsed(item);
3243 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
3245 unsigned long long avgcolor[5], wsum; \
3253 for(pix = 0; pix < cnt; ++pix) \
3256 for(comp = 0; comp < 3; ++comp) \
3258 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
3261 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3263 for(comp = 0; comp < 3; ++comp) \
3264 avgcolor[comp] += getpixel * w; \
3267 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3268 avgcolor[4] += getpixel; \
3270 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
3272 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
3273 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
3274 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
3275 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
3278 extern cvar_t gl_picmip;
3279 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
3282 unsigned char *pixels;
3283 unsigned char *bumppixels;
3284 unsigned char *basepixels = NULL;
3285 int basepixels_width = 0;
3286 int basepixels_height = 0;
3287 skinframe_t *skinframe;
3288 rtexture_t *ddsbase = NULL;
3289 qboolean ddshasalpha = false;
3290 float ddsavgcolor[4];
3291 char basename[MAX_QPATH];
3292 int miplevel = R_PicmipForFlags(textureflags);
3293 int savemiplevel = miplevel;
3297 if (cls.state == ca_dedicated)
3300 // return an existing skinframe if already loaded
3301 // if loading of the first image fails, don't make a new skinframe as it
3302 // would cause all future lookups of this to be missing
3303 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
3304 if (skinframe && skinframe->base)
3307 Image_StripImageExtension(name, basename, sizeof(basename));
3309 // check for DDS texture file first
3310 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
3312 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
3313 if (basepixels == NULL)
3317 // FIXME handle miplevel
3319 if (developer_loading.integer)
3320 Con_Printf("loading skin \"%s\"\n", name);
3322 // we've got some pixels to store, so really allocate this new texture now
3324 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
3325 textureflags &= ~TEXF_FORCE_RELOAD;
3326 skinframe->stain = NULL;
3327 skinframe->merged = NULL;
3328 skinframe->base = NULL;
3329 skinframe->pants = NULL;
3330 skinframe->shirt = NULL;
3331 skinframe->nmap = NULL;
3332 skinframe->gloss = NULL;
3333 skinframe->glow = NULL;
3334 skinframe->fog = NULL;
3335 skinframe->reflect = NULL;
3336 skinframe->hasalpha = false;
3340 skinframe->base = ddsbase;
3341 skinframe->hasalpha = ddshasalpha;
3342 VectorCopy(ddsavgcolor, skinframe->avgcolor);
3343 if (r_loadfog && skinframe->hasalpha)
3344 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), false, textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
3345 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3349 basepixels_width = image_width;
3350 basepixels_height = image_height;
3351 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
3352 if (textureflags & TEXF_ALPHA)
3354 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
3356 if (basepixels[j] < 255)
3358 skinframe->hasalpha = true;
3362 if (r_loadfog && skinframe->hasalpha)
3364 // has transparent pixels
3365 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3366 for (j = 0;j < image_width * image_height * 4;j += 4)
3371 pixels[j+3] = basepixels[j+3];
3373 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
3377 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
3379 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3380 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
3381 R_SaveTextureDDSFile(skinframe->base, va(vabuf, sizeof(vabuf), "dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
3382 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
3383 R_SaveTextureDDSFile(skinframe->fog, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3389 mymiplevel = savemiplevel;
3390 if (r_loadnormalmap)
3391 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), false, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel);
3392 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
3394 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
3395 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
3396 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
3397 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
3400 // _norm is the name used by tenebrae and has been adopted as standard
3401 if (r_loadnormalmap && skinframe->nmap == NULL)
3403 mymiplevel = savemiplevel;
3404 if ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3406 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3410 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3412 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3413 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
3414 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3416 Mem_Free(bumppixels);
3418 else if (r_shadow_bumpscale_basetexture.value > 0)
3420 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
3421 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
3422 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3426 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
3427 R_SaveTextureDDSFile(skinframe->nmap, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3431 // _luma is supported only for tenebrae compatibility
3432 // _glow is the preferred name
3433 mymiplevel = savemiplevel;
3434 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
3436 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3438 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
3439 R_SaveTextureDDSFile(skinframe->glow, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3441 Mem_Free(pixels);pixels = NULL;
3444 mymiplevel = savemiplevel;
3445 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
3447 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (gl_texturecompression_gloss.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3449 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
3450 R_SaveTextureDDSFile(skinframe->gloss, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3456 mymiplevel = savemiplevel;
3457 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
3459 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3461 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
3462 R_SaveTextureDDSFile(skinframe->pants, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3468 mymiplevel = savemiplevel;
3469 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
3471 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3473 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
3474 R_SaveTextureDDSFile(skinframe->shirt, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3480 mymiplevel = savemiplevel;
3481 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
3483 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3485 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
3486 R_SaveTextureDDSFile(skinframe->reflect, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3493 Mem_Free(basepixels);
3498 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
3499 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB)
3502 unsigned char *temp1, *temp2;
3503 skinframe_t *skinframe;
3506 if (cls.state == ca_dedicated)
3509 // if already loaded just return it, otherwise make a new skinframe
3510 skinframe = R_SkinFrame_Find(name, textureflags, width, height, (textureflags & TEXF_FORCE_RELOAD) ? -1 : skindata ? CRC_Block(skindata, width*height*4) : 0, true);
3511 if (skinframe && skinframe->base)
3513 textureflags &= ~TEXF_FORCE_RELOAD;
3515 skinframe->stain = NULL;
3516 skinframe->merged = NULL;
3517 skinframe->base = NULL;
3518 skinframe->pants = NULL;
3519 skinframe->shirt = NULL;
3520 skinframe->nmap = NULL;
3521 skinframe->gloss = NULL;
3522 skinframe->glow = NULL;
3523 skinframe->fog = NULL;
3524 skinframe->reflect = NULL;
3525 skinframe->hasalpha = false;
3527 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3531 if (developer_loading.integer)
3532 Con_Printf("loading 32bit skin \"%s\"\n", name);
3534 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
3536 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3537 temp2 = temp1 + width * height * 4;
3538 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3539 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3542 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
3543 if (textureflags & TEXF_ALPHA)
3545 for (i = 3;i < width * height * 4;i += 4)
3547 if (skindata[i] < 255)
3549 skinframe->hasalpha = true;
3553 if (r_loadfog && skinframe->hasalpha)
3555 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
3556 memcpy(fogpixels, skindata, width * height * 4);
3557 for (i = 0;i < width * height * 4;i += 4)
3558 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
3559 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
3560 Mem_Free(fogpixels);
3564 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
3565 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3570 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
3574 skinframe_t *skinframe;
3576 if (cls.state == ca_dedicated)
3579 // if already loaded just return it, otherwise make a new skinframe
3580 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3581 if (skinframe && skinframe->base)
3583 textureflags &= ~TEXF_FORCE_RELOAD;
3585 skinframe->stain = NULL;
3586 skinframe->merged = NULL;
3587 skinframe->base = NULL;
3588 skinframe->pants = NULL;
3589 skinframe->shirt = NULL;
3590 skinframe->nmap = NULL;
3591 skinframe->gloss = NULL;
3592 skinframe->glow = NULL;
3593 skinframe->fog = NULL;
3594 skinframe->reflect = NULL;
3595 skinframe->hasalpha = false;
3597 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3601 if (developer_loading.integer)
3602 Con_Printf("loading quake skin \"%s\"\n", name);
3604 // we actually don't upload anything until the first use, because mdl skins frequently go unused, and are almost never used in both modes (colormapped and non-colormapped)
3605 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
3606 memcpy(skinframe->qpixels, skindata, width*height);
3607 skinframe->qwidth = width;
3608 skinframe->qheight = height;
3611 for (i = 0;i < width * height;i++)
3612 featuresmask |= palette_featureflags[skindata[i]];
3614 skinframe->hasalpha = false;
3615 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
3616 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
3617 skinframe->qgeneratemerged = true;
3618 skinframe->qgeneratebase = skinframe->qhascolormapping;
3619 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
3621 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
3622 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3627 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
3631 unsigned char *skindata;
3634 if (!skinframe->qpixels)
3637 if (!skinframe->qhascolormapping)
3638 colormapped = false;
3642 if (!skinframe->qgeneratebase)
3647 if (!skinframe->qgeneratemerged)
3651 width = skinframe->qwidth;
3652 height = skinframe->qheight;
3653 skindata = skinframe->qpixels;
3655 if (skinframe->qgeneratenmap)
3657 unsigned char *temp1, *temp2;
3658 skinframe->qgeneratenmap = false;
3659 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3660 temp2 = temp1 + width * height * 4;
3661 // use either a custom palette or the quake palette
3662 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
3663 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3664 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3668 if (skinframe->qgenerateglow)
3670 skinframe->qgenerateglow = false;
3671 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
3676 skinframe->qgeneratebase = false;
3677 skinframe->base = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nospecial", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
3678 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
3679 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
3683 skinframe->qgeneratemerged = false;
3684 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
3687 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
3689 Mem_Free(skinframe->qpixels);
3690 skinframe->qpixels = NULL;
3694 skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, const unsigned char *skindata, int width, int height, const unsigned int *palette, const unsigned int *alphapalette)
3697 skinframe_t *skinframe;
3700 if (cls.state == ca_dedicated)
3703 // if already loaded just return it, otherwise make a new skinframe
3704 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3705 if (skinframe && skinframe->base)
3707 textureflags &= ~TEXF_FORCE_RELOAD;
3709 skinframe->stain = NULL;
3710 skinframe->merged = NULL;
3711 skinframe->base = NULL;
3712 skinframe->pants = NULL;
3713 skinframe->shirt = NULL;
3714 skinframe->nmap = NULL;
3715 skinframe->gloss = NULL;
3716 skinframe->glow = NULL;
3717 skinframe->fog = NULL;
3718 skinframe->reflect = NULL;
3719 skinframe->hasalpha = false;
3721 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3725 if (developer_loading.integer)
3726 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
3728 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
3729 if (textureflags & TEXF_ALPHA)
3731 for (i = 0;i < width * height;i++)
3733 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
3735 skinframe->hasalpha = true;
3739 if (r_loadfog && skinframe->hasalpha)
3740 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
3743 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
3744 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3749 skinframe_t *R_SkinFrame_LoadMissing(void)
3751 skinframe_t *skinframe;
3753 if (cls.state == ca_dedicated)
3756 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
3757 skinframe->stain = NULL;
3758 skinframe->merged = NULL;
3759 skinframe->base = NULL;
3760 skinframe->pants = NULL;
3761 skinframe->shirt = NULL;
3762 skinframe->nmap = NULL;
3763 skinframe->gloss = NULL;
3764 skinframe->glow = NULL;
3765 skinframe->fog = NULL;
3766 skinframe->reflect = NULL;
3767 skinframe->hasalpha = false;
3769 skinframe->avgcolor[0] = rand() / RAND_MAX;
3770 skinframe->avgcolor[1] = rand() / RAND_MAX;
3771 skinframe->avgcolor[2] = rand() / RAND_MAX;
3772 skinframe->avgcolor[3] = 1;
3777 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
3778 typedef struct suffixinfo_s
3781 qboolean flipx, flipy, flipdiagonal;
3784 static suffixinfo_t suffix[3][6] =
3787 {"px", false, false, false},
3788 {"nx", false, false, false},
3789 {"py", false, false, false},
3790 {"ny", false, false, false},
3791 {"pz", false, false, false},
3792 {"nz", false, false, false}
3795 {"posx", false, false, false},
3796 {"negx", false, false, false},
3797 {"posy", false, false, false},
3798 {"negy", false, false, false},
3799 {"posz", false, false, false},
3800 {"negz", false, false, false}
3803 {"rt", true, false, true},
3804 {"lf", false, true, true},
3805 {"ft", true, true, false},
3806 {"bk", false, false, false},
3807 {"up", true, false, true},
3808 {"dn", true, false, true}
3812 static int componentorder[4] = {0, 1, 2, 3};
3814 static rtexture_t *R_LoadCubemap(const char *basename)
3816 int i, j, cubemapsize;
3817 unsigned char *cubemappixels, *image_buffer;
3818 rtexture_t *cubemaptexture;
3820 // must start 0 so the first loadimagepixels has no requested width/height
3822 cubemappixels = NULL;
3823 cubemaptexture = NULL;
3824 // keep trying different suffix groups (posx, px, rt) until one loads
3825 for (j = 0;j < 3 && !cubemappixels;j++)
3827 // load the 6 images in the suffix group
3828 for (i = 0;i < 6;i++)
3830 // generate an image name based on the base and and suffix
3831 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3833 if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
3835 // an image loaded, make sure width and height are equal
3836 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
3838 // if this is the first image to load successfully, allocate the cubemap memory
3839 if (!cubemappixels && image_width >= 1)
3841 cubemapsize = image_width;
3842 // note this clears to black, so unavailable sides are black
3843 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3845 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3847 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_buffer, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
3850 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3852 Mem_Free(image_buffer);
3856 // if a cubemap loaded, upload it
3859 if (developer_loading.integer)
3860 Con_Printf("loading cubemap \"%s\"\n", basename);
3862 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer && gl_texturecompression.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
3863 Mem_Free(cubemappixels);
3867 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
3868 if (developer_loading.integer)
3870 Con_Printf("(tried tried images ");
3871 for (j = 0;j < 3;j++)
3872 for (i = 0;i < 6;i++)
3873 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3874 Con_Print(" and was unable to find any of them).\n");
3877 return cubemaptexture;
3880 rtexture_t *R_GetCubemap(const char *basename)
3883 for (i = 0;i < r_texture_numcubemaps;i++)
3884 if (r_texture_cubemaps[i] != NULL)
3885 if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
3886 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
3887 if (i >= MAX_CUBEMAPS || !r_main_mempool)
3888 return r_texture_whitecube;
3889 r_texture_numcubemaps++;
3890 r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
3891 strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
3892 r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
3893 return r_texture_cubemaps[i]->texture;
3896 static void R_Main_FreeViewCache(void)
3898 if (r_refdef.viewcache.entityvisible)
3899 Mem_Free(r_refdef.viewcache.entityvisible);
3900 if (r_refdef.viewcache.world_pvsbits)
3901 Mem_Free(r_refdef.viewcache.world_pvsbits);
3902 if (r_refdef.viewcache.world_leafvisible)
3903 Mem_Free(r_refdef.viewcache.world_leafvisible);
3904 if (r_refdef.viewcache.world_surfacevisible)
3905 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3906 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
3909 static void R_Main_ResizeViewCache(void)
3911 int numentities = r_refdef.scene.numentities;
3912 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
3913 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
3914 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
3915 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
3916 if (r_refdef.viewcache.maxentities < numentities)
3918 r_refdef.viewcache.maxentities = numentities;
3919 if (r_refdef.viewcache.entityvisible)
3920 Mem_Free(r_refdef.viewcache.entityvisible);
3921 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
3923 if (r_refdef.viewcache.world_numclusters != numclusters)
3925 r_refdef.viewcache.world_numclusters = numclusters;
3926 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
3927 if (r_refdef.viewcache.world_pvsbits)
3928 Mem_Free(r_refdef.viewcache.world_pvsbits);
3929 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
3931 if (r_refdef.viewcache.world_numleafs != numleafs)
3933 r_refdef.viewcache.world_numleafs = numleafs;
3934 if (r_refdef.viewcache.world_leafvisible)
3935 Mem_Free(r_refdef.viewcache.world_leafvisible);
3936 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
3938 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
3940 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3941 if (r_refdef.viewcache.world_surfacevisible)
3942 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3943 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3947 extern rtexture_t *loadingscreentexture;
3948 static void gl_main_start(void)
3950 loadingscreentexture = NULL;
3951 r_texture_blanknormalmap = NULL;
3952 r_texture_white = NULL;
3953 r_texture_grey128 = NULL;
3954 r_texture_black = NULL;
3955 r_texture_whitecube = NULL;
3956 r_texture_normalizationcube = NULL;
3957 r_texture_fogattenuation = NULL;
3958 r_texture_fogheighttexture = NULL;
3959 r_texture_gammaramps = NULL;
3960 r_texture_numcubemaps = 0;
3962 r_loaddds = r_texture_dds_load.integer != 0;
3963 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
3965 switch(vid.renderpath)
3967 case RENDERPATH_GL20:
3968 case RENDERPATH_D3D9:
3969 case RENDERPATH_D3D10:
3970 case RENDERPATH_D3D11:
3971 case RENDERPATH_SOFT:
3972 case RENDERPATH_GLES2:
3973 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3974 Cvar_SetValueQuick(&gl_combine, 1);
3975 Cvar_SetValueQuick(&r_glsl, 1);
3976 r_loadnormalmap = true;
3980 case RENDERPATH_GL13:
3981 case RENDERPATH_GLES1:
3982 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3983 Cvar_SetValueQuick(&gl_combine, 1);
3984 Cvar_SetValueQuick(&r_glsl, 0);
3985 r_loadnormalmap = false;
3986 r_loadgloss = false;
3989 case RENDERPATH_GL11:
3990 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3991 Cvar_SetValueQuick(&gl_combine, 0);
3992 Cvar_SetValueQuick(&r_glsl, 0);
3993 r_loadnormalmap = false;
3994 r_loadgloss = false;
4000 R_FrameData_Reset();
4004 memset(r_queries, 0, sizeof(r_queries));
4006 r_qwskincache = NULL;
4007 r_qwskincache_size = 0;
4009 // due to caching of texture_t references, the collision cache must be reset
4010 Collision_Cache_Reset(true);
4012 // set up r_skinframe loading system for textures
4013 memset(&r_skinframe, 0, sizeof(r_skinframe));
4014 r_skinframe.loadsequence = 1;
4015 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
4017 r_main_texturepool = R_AllocTexturePool();
4018 R_BuildBlankTextures();
4020 if (vid.support.arb_texture_cube_map)
4023 R_BuildNormalizationCube();
4025 r_texture_fogattenuation = NULL;
4026 r_texture_fogheighttexture = NULL;
4027 r_texture_gammaramps = NULL;
4028 //r_texture_fogintensity = NULL;
4029 memset(&r_fb, 0, sizeof(r_fb));
4030 r_glsl_permutation = NULL;
4031 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4032 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
4033 glslshaderstring = NULL;
4035 r_hlsl_permutation = NULL;
4036 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4037 Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
4039 hlslshaderstring = NULL;
4040 memset(&r_svbsp, 0, sizeof (r_svbsp));
4042 memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
4043 r_texture_numcubemaps = 0;
4045 r_refdef.fogmasktable_density = 0;
4048 static void gl_main_shutdown(void)
4051 R_FrameData_Reset();
4053 R_Main_FreeViewCache();
4055 switch(vid.renderpath)
4057 case RENDERPATH_GL11:
4058 case RENDERPATH_GL13:
4059 case RENDERPATH_GL20:
4060 case RENDERPATH_GLES1:
4061 case RENDERPATH_GLES2:
4062 #ifdef GL_SAMPLES_PASSED_ARB
4064 qglDeleteQueriesARB(r_maxqueries, r_queries);
4067 case RENDERPATH_D3D9:
4068 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4070 case RENDERPATH_D3D10:
4071 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4073 case RENDERPATH_D3D11:
4074 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4076 case RENDERPATH_SOFT:
4082 memset(r_queries, 0, sizeof(r_queries));
4084 r_qwskincache = NULL;
4085 r_qwskincache_size = 0;
4087 // clear out the r_skinframe state
4088 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
4089 memset(&r_skinframe, 0, sizeof(r_skinframe));
4092 Mem_Free(r_svbsp.nodes);
4093 memset(&r_svbsp, 0, sizeof (r_svbsp));
4094 R_FreeTexturePool(&r_main_texturepool);
4095 loadingscreentexture = NULL;
4096 r_texture_blanknormalmap = NULL;
4097 r_texture_white = NULL;
4098 r_texture_grey128 = NULL;
4099 r_texture_black = NULL;
4100 r_texture_whitecube = NULL;
4101 r_texture_normalizationcube = NULL;
4102 r_texture_fogattenuation = NULL;
4103 r_texture_fogheighttexture = NULL;
4104 r_texture_gammaramps = NULL;
4105 r_texture_numcubemaps = 0;
4106 //r_texture_fogintensity = NULL;
4107 memset(&r_fb, 0, sizeof(r_fb));
4110 r_glsl_permutation = NULL;
4111 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4112 Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
4113 glslshaderstring = NULL;
4115 r_hlsl_permutation = NULL;
4116 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4117 Mem_ExpandableArray_FreeArray(&r_hlsl_permutationarray);
4119 hlslshaderstring = NULL;
4122 static void gl_main_newmap(void)
4124 // FIXME: move this code to client
4125 char *entities, entname[MAX_QPATH];
4127 Mem_Free(r_qwskincache);
4128 r_qwskincache = NULL;
4129 r_qwskincache_size = 0;
4132 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
4133 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
4135 CL_ParseEntityLump(entities);
4139 if (cl.worldmodel->brush.entities)
4140 CL_ParseEntityLump(cl.worldmodel->brush.entities);
4142 R_Main_FreeViewCache();
4144 R_FrameData_Reset();
4147 void GL_Main_Init(void)
4149 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
4151 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
4152 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
4153 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
4154 if (gamemode == GAME_NEHAHRA)
4156 Cvar_RegisterVariable (&gl_fogenable);
4157 Cvar_RegisterVariable (&gl_fogdensity);
4158 Cvar_RegisterVariable (&gl_fogred);
4159 Cvar_RegisterVariable (&gl_foggreen);
4160 Cvar_RegisterVariable (&gl_fogblue);
4161 Cvar_RegisterVariable (&gl_fogstart);
4162 Cvar_RegisterVariable (&gl_fogend);
4163 Cvar_RegisterVariable (&gl_skyclip);
4165 Cvar_RegisterVariable(&r_motionblur);
4166 Cvar_RegisterVariable(&r_damageblur);
4167 Cvar_RegisterVariable(&r_motionblur_averaging);
4168 Cvar_RegisterVariable(&r_motionblur_randomize);
4169 Cvar_RegisterVariable(&r_motionblur_minblur);
4170 Cvar_RegisterVariable(&r_motionblur_maxblur);
4171 Cvar_RegisterVariable(&r_motionblur_velocityfactor);
4172 Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
4173 Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
4174 Cvar_RegisterVariable(&r_motionblur_mousefactor);
4175 Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
4176 Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
4177 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
4178 Cvar_RegisterVariable(&r_equalize_entities_minambient);
4179 Cvar_RegisterVariable(&r_equalize_entities_by);
4180 Cvar_RegisterVariable(&r_equalize_entities_to);
4181 Cvar_RegisterVariable(&r_depthfirst);
4182 Cvar_RegisterVariable(&r_useinfinitefarclip);
4183 Cvar_RegisterVariable(&r_farclip_base);
4184 Cvar_RegisterVariable(&r_farclip_world);
4185 Cvar_RegisterVariable(&r_nearclip);
4186 Cvar_RegisterVariable(&r_deformvertexes);
4187 Cvar_RegisterVariable(&r_transparent);
4188 Cvar_RegisterVariable(&r_transparent_alphatocoverage);
4189 Cvar_RegisterVariable(&r_showoverdraw);
4190 Cvar_RegisterVariable(&r_showbboxes);
4191 Cvar_RegisterVariable(&r_showsurfaces);
4192 Cvar_RegisterVariable(&r_showtris);
4193 Cvar_RegisterVariable(&r_shownormals);
4194 Cvar_RegisterVariable(&r_showlighting);
4195 Cvar_RegisterVariable(&r_showshadowvolumes);
4196 Cvar_RegisterVariable(&r_showcollisionbrushes);
4197 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
4198 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
4199 Cvar_RegisterVariable(&r_showdisabledepthtest);
4200 Cvar_RegisterVariable(&r_drawportals);
4201 Cvar_RegisterVariable(&r_drawentities);
4202 Cvar_RegisterVariable(&r_draw2d);
4203 Cvar_RegisterVariable(&r_drawworld);
4204 Cvar_RegisterVariable(&r_cullentities_trace);
4205 Cvar_RegisterVariable(&r_cullentities_trace_samples);
4206 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
4207 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
4208 Cvar_RegisterVariable(&r_cullentities_trace_delay);
4209 Cvar_RegisterVariable(&r_sortentities);
4210 Cvar_RegisterVariable(&r_drawviewmodel);
4211 Cvar_RegisterVariable(&r_drawexteriormodel);
4212 Cvar_RegisterVariable(&r_speeds);
4213 Cvar_RegisterVariable(&r_fullbrights);
4214 Cvar_RegisterVariable(&r_wateralpha);
4215 Cvar_RegisterVariable(&r_dynamic);
4216 Cvar_RegisterVariable(&r_fakelight);
4217 Cvar_RegisterVariable(&r_fakelight_intensity);
4218 Cvar_RegisterVariable(&r_fullbright);
4219 Cvar_RegisterVariable(&r_shadows);
4220 Cvar_RegisterVariable(&r_shadows_darken);
4221 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
4222 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
4223 Cvar_RegisterVariable(&r_shadows_throwdistance);
4224 Cvar_RegisterVariable(&r_shadows_throwdirection);
4225 Cvar_RegisterVariable(&r_shadows_focus);
4226 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
4227 Cvar_RegisterVariable(&r_q1bsp_skymasking);
4228 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
4229 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
4230 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
4231 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
4232 Cvar_RegisterVariable(&r_fog_exp2);
4233 Cvar_RegisterVariable(&r_fog_clear);
4234 Cvar_RegisterVariable(&r_drawfog);
4235 Cvar_RegisterVariable(&r_transparentdepthmasking);
4236 Cvar_RegisterVariable(&r_transparent_sortmindist);
4237 Cvar_RegisterVariable(&r_transparent_sortmaxdist);
4238 Cvar_RegisterVariable(&r_transparent_sortarraysize);
4239 Cvar_RegisterVariable(&r_texture_dds_load);
4240 Cvar_RegisterVariable(&r_texture_dds_save);
4241 Cvar_RegisterVariable(&r_textureunits);
4242 Cvar_RegisterVariable(&gl_combine);
4243 Cvar_RegisterVariable(&r_usedepthtextures);
4244 Cvar_RegisterVariable(&r_viewfbo);
4245 Cvar_RegisterVariable(&r_viewscale);
4246 Cvar_RegisterVariable(&r_viewscale_fpsscaling);
4247 Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
4248 Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
4249 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
4250 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
4251 Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
4252 Cvar_RegisterVariable(&r_glsl);
4253 Cvar_RegisterVariable(&r_glsl_deluxemapping);
4254 Cvar_RegisterVariable(&r_glsl_offsetmapping);
4255 Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
4256 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
4257 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
4258 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
4259 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
4260 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
4261 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
4262 Cvar_RegisterVariable(&r_glsl_postprocess);
4263 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
4264 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
4265 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
4266 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
4267 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
4268 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
4269 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
4270 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
4272 Cvar_RegisterVariable(&r_water);
4273 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
4274 Cvar_RegisterVariable(&r_water_clippingplanebias);
4275 Cvar_RegisterVariable(&r_water_refractdistort);
4276 Cvar_RegisterVariable(&r_water_reflectdistort);
4277 Cvar_RegisterVariable(&r_water_scissormode);
4278 Cvar_RegisterVariable(&r_water_lowquality);
4279 Cvar_RegisterVariable(&r_water_hideplayer);
4280 Cvar_RegisterVariable(&r_water_fbo);
4282 Cvar_RegisterVariable(&r_lerpsprites);
4283 Cvar_RegisterVariable(&r_lerpmodels);
4284 Cvar_RegisterVariable(&r_lerplightstyles);
4285 Cvar_RegisterVariable(&r_waterscroll);
4286 Cvar_RegisterVariable(&r_bloom);
4287 Cvar_RegisterVariable(&r_bloom_colorscale);
4288 Cvar_RegisterVariable(&r_bloom_brighten);
4289 Cvar_RegisterVariable(&r_bloom_blur);
4290 Cvar_RegisterVariable(&r_bloom_resolution);
4291 Cvar_RegisterVariable(&r_bloom_colorexponent);
4292 Cvar_RegisterVariable(&r_bloom_colorsubtract);
4293 Cvar_RegisterVariable(&r_hdr_scenebrightness);
4294 Cvar_RegisterVariable(&r_hdr_glowintensity);
4295 Cvar_RegisterVariable(&r_hdr_irisadaptation);
4296 Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
4297 Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
4298 Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
4299 Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
4300 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
4301 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
4302 Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
4303 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
4304 Cvar_RegisterVariable(&developer_texturelogging);
4305 Cvar_RegisterVariable(&gl_lightmaps);
4306 Cvar_RegisterVariable(&r_test);
4307 Cvar_RegisterVariable(&r_glsl_saturation);
4308 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
4309 Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
4310 Cvar_RegisterVariable(&r_framedatasize);
4311 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
4312 Cvar_SetValue("r_fullbrights", 0);
4313 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
4316 void Render_Init(void)
4329 R_LightningBeams_Init();
4339 extern char *ENGINE_EXTENSIONS;
4342 gl_renderer = (const char *)qglGetString(GL_RENDERER);
4343 gl_vendor = (const char *)qglGetString(GL_VENDOR);
4344 gl_version = (const char *)qglGetString(GL_VERSION);
4345 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
4349 if (!gl_platformextensions)
4350 gl_platformextensions = "";
4352 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
4353 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
4354 Con_Printf("GL_VERSION: %s\n", gl_version);
4355 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
4356 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
4358 VID_CheckExtensions();
4360 // LordHavoc: report supported extensions
4361 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
4363 // clear to black (loading plaque will be seen over this)
4364 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
4368 int R_CullBox(const vec3_t mins, const vec3_t maxs)
4372 if (r_trippy.integer)
4374 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4376 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
4379 p = r_refdef.view.frustum + i;
4384 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4388 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4392 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4396 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4400 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4404 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4408 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4412 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4420 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
4424 if (r_trippy.integer)
4426 for (i = 0;i < numplanes;i++)
4433 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4437 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4441 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4445 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4449 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4453 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4457 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4461 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4469 //==================================================================================
4471 // LordHavoc: this stores temporary data used within the same frame
4473 typedef struct r_framedata_mem_s
4475 struct r_framedata_mem_s *purge; // older mem block to free on next frame
4476 size_t size; // how much usable space
4477 size_t current; // how much space in use
4478 size_t mark; // last "mark" location, temporary memory can be freed by returning to this
4479 size_t wantedsize; // how much space was allocated
4480 unsigned char *data; // start of real data (16byte aligned)
4484 static r_framedata_mem_t *r_framedata_mem;
4486 void R_FrameData_Reset(void)
4488 while (r_framedata_mem)
4490 r_framedata_mem_t *next = r_framedata_mem->purge;
4491 Mem_Free(r_framedata_mem);
4492 r_framedata_mem = next;
4496 static void R_FrameData_Resize(void)
4499 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
4500 wantedsize = bound(65536, wantedsize, 1000*1024*1024);
4501 if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize)
4503 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
4504 newmem->wantedsize = wantedsize;
4505 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
4506 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
4507 newmem->current = 0;
4509 newmem->purge = r_framedata_mem;
4510 r_framedata_mem = newmem;
4514 void R_FrameData_NewFrame(void)
4516 R_FrameData_Resize();
4517 if (!r_framedata_mem)
4519 // if we ran out of space on the last frame, free the old memory now
4520 while (r_framedata_mem->purge)
4522 // repeatedly remove the second item in the list, leaving only head
4523 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
4524 Mem_Free(r_framedata_mem->purge);
4525 r_framedata_mem->purge = next;
4527 // reset the current mem pointer
4528 r_framedata_mem->current = 0;
4529 r_framedata_mem->mark = 0;
4532 void *R_FrameData_Alloc(size_t size)
4536 // align to 16 byte boundary - the data pointer is already aligned, so we
4537 // only need to ensure the size of every allocation is also aligned
4538 size = (size + 15) & ~15;
4540 while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
4542 // emergency - we ran out of space, allocate more memory
4543 Cvar_SetValueQuick(&r_framedatasize, bound(0.25f, r_framedatasize.value * 2.0f, 128.0f));
4544 R_FrameData_Resize();
4547 data = r_framedata_mem->data + r_framedata_mem->current;
4548 r_framedata_mem->current += size;
4550 // count the usage for stats
4551 r_refdef.stats.framedatacurrent = max(r_refdef.stats.framedatacurrent, (int)r_framedata_mem->current);
4552 r_refdef.stats.framedatasize = max(r_refdef.stats.framedatasize, (int)r_framedata_mem->size);
4554 return (void *)data;
4557 void *R_FrameData_Store(size_t size, void *data)
4559 void *d = R_FrameData_Alloc(size);
4561 memcpy(d, data, size);
4565 void R_FrameData_SetMark(void)
4567 if (!r_framedata_mem)
4569 r_framedata_mem->mark = r_framedata_mem->current;
4572 void R_FrameData_ReturnToMark(void)
4574 if (!r_framedata_mem)
4576 r_framedata_mem->current = r_framedata_mem->mark;
4579 //==================================================================================
4581 // LordHavoc: animcache originally written by Echon, rewritten since then
4584 * Animation cache prevents re-generating mesh data for an animated model
4585 * multiple times in one frame for lighting, shadowing, reflections, etc.
4588 void R_AnimCache_Free(void)
4592 void R_AnimCache_ClearCache(void)
4595 entity_render_t *ent;
4597 for (i = 0;i < r_refdef.scene.numentities;i++)
4599 ent = r_refdef.scene.entities[i];
4600 ent->animcache_vertex3f = NULL;
4601 ent->animcache_normal3f = NULL;
4602 ent->animcache_svector3f = NULL;
4603 ent->animcache_tvector3f = NULL;
4604 ent->animcache_vertexmesh = NULL;
4605 ent->animcache_vertex3fbuffer = NULL;
4606 ent->animcache_vertexmeshbuffer = NULL;
4610 static void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
4614 // check if we need the meshbuffers
4615 if (!vid.useinterleavedarrays)
4618 if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
4619 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
4620 // TODO: upload vertex3f buffer?
4621 if (ent->animcache_vertexmesh)
4623 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
4624 for (i = 0;i < numvertices;i++)
4625 memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
4626 if (ent->animcache_svector3f)
4627 for (i = 0;i < numvertices;i++)
4628 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
4629 if (ent->animcache_tvector3f)
4630 for (i = 0;i < numvertices;i++)
4631 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
4632 if (ent->animcache_normal3f)
4633 for (i = 0;i < numvertices;i++)
4634 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
4635 // TODO: upload vertexmeshbuffer?
4639 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4641 dp_model_t *model = ent->model;
4643 // see if it's already cached this frame
4644 if (ent->animcache_vertex3f)
4646 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
4647 if (wantnormals || wanttangents)
4649 if (ent->animcache_normal3f)
4650 wantnormals = false;
4651 if (ent->animcache_svector3f)
4652 wanttangents = false;
4653 if (wantnormals || wanttangents)
4655 numvertices = model->surfmesh.num_vertices;
4657 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4660 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4661 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4663 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
4664 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4670 // see if this ent is worth caching
4671 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices)
4673 // get some memory for this entity and generate mesh data
4674 numvertices = model->surfmesh.num_vertices;
4675 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4677 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4680 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4681 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4683 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
4684 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4689 void R_AnimCache_CacheVisibleEntities(void)
4692 qboolean wantnormals = true;
4693 qboolean wanttangents = !r_showsurfaces.integer;
4695 switch(vid.renderpath)
4697 case RENDERPATH_GL20:
4698 case RENDERPATH_D3D9:
4699 case RENDERPATH_D3D10:
4700 case RENDERPATH_D3D11:
4701 case RENDERPATH_GLES2:
4703 case RENDERPATH_GL11:
4704 case RENDERPATH_GL13:
4705 case RENDERPATH_GLES1:
4706 wanttangents = false;
4708 case RENDERPATH_SOFT:
4712 if (r_shownormals.integer)
4713 wanttangents = wantnormals = true;
4715 // TODO: thread this
4716 // NOTE: R_PrepareRTLights() also caches entities
4718 for (i = 0;i < r_refdef.scene.numentities;i++)
4719 if (r_refdef.viewcache.entityvisible[i])
4720 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
4723 //==================================================================================
4725 extern cvar_t r_overheadsprites_pushback;
4727 static void R_View_UpdateEntityLighting (void)
4730 entity_render_t *ent;
4731 vec3_t tempdiffusenormal, avg;
4732 vec_t f, fa, fd, fdd;
4733 qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
4735 for (i = 0;i < r_refdef.scene.numentities;i++)
4737 ent = r_refdef.scene.entities[i];
4739 // skip unseen models and models that updated by CSQC
4740 if ((!r_refdef.viewcache.entityvisible[i] && skipunseen) || ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
4744 if (ent->model && (ent->model == cl.worldmodel || ent->model->brush.parentmodel == cl.worldmodel))
4746 // TODO: use modellight for r_ambient settings on world?
4747 VectorSet(ent->modellight_ambient, 0, 0, 0);
4748 VectorSet(ent->modellight_diffuse, 0, 0, 0);
4749 VectorSet(ent->modellight_lightdir, 0, 0, 1);
4753 // fetch the lighting from the worldmodel data
4754 VectorClear(ent->modellight_ambient);
4755 VectorClear(ent->modellight_diffuse);
4756 VectorClear(tempdiffusenormal);
4757 if (ent->flags & RENDER_LIGHT)
4760 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4762 // complete lightning for lit sprites
4763 // todo: make a EF_ field so small ents could be lit purely by modellight and skipping real rtlight pass (like EF_NORTLIGHT)?
4764 if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
4766 if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
4767 org[2] = org[2] + r_overheadsprites_pushback.value;
4768 R_LightPoint(ent->modellight_ambient, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
4771 R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal, org, LP_LIGHTMAP);
4773 if(ent->flags & RENDER_EQUALIZE)
4775 // first fix up ambient lighting...
4776 if(r_equalize_entities_minambient.value > 0)
4778 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4781 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
4782 if(fa < r_equalize_entities_minambient.value * fd)
4785 // fa'/fd' = minambient
4786 // fa'+0.25*fd' = fa+0.25*fd
4788 // fa' = fd' * minambient
4789 // fd'*(0.25+minambient) = fa+0.25*fd
4791 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
4792 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
4794 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
4795 f = fdd / fd; // f>0 because all this is additive; f<1 because fdd<fd because this follows from fa < r_equalize_entities_minambient.value * fd
4796 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
4797 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
4802 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
4804 fa = 0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2];
4805 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4809 // adjust brightness and saturation to target
4810 avg[0] = avg[1] = avg[2] = fa / f;
4811 VectorLerp(ent->modellight_ambient, r_equalize_entities_by.value, avg, ent->modellight_ambient);
4812 avg[0] = avg[1] = avg[2] = fd / f;
4813 VectorLerp(ent->modellight_diffuse, r_equalize_entities_by.value, avg, ent->modellight_diffuse);
4819 VectorSet(ent->modellight_ambient, 1, 1, 1);
4821 // move the light direction into modelspace coordinates for lighting code
4822 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
4823 if(VectorLength2(ent->modellight_lightdir) == 0)
4824 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
4825 VectorNormalize(ent->modellight_lightdir);
4829 #define MAX_LINEOFSIGHTTRACES 64
4831 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
4834 vec3_t boxmins, boxmaxs;
4837 dp_model_t *model = r_refdef.scene.worldmodel;
4839 if (!model || !model->brush.TraceLineOfSight)
4842 // expand the box a little
4843 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
4844 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
4845 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
4846 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
4847 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
4848 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
4850 // return true if eye is inside enlarged box
4851 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
4855 VectorCopy(eye, start);
4856 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
4857 if (model->brush.TraceLineOfSight(model, start, end))
4860 // try various random positions
4861 for (i = 0;i < numsamples;i++)
4863 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
4864 if (model->brush.TraceLineOfSight(model, start, end))
4872 static void R_View_UpdateEntityVisible (void)
4877 entity_render_t *ent;
4879 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
4880 : r_fb.water.hideplayer ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
4881 : (chase_active.integer || r_fb.water.renderingscene) ? RENDER_VIEWMODEL
4882 : RENDER_EXTERIORMODEL;
4883 if (!r_drawviewmodel.integer)
4884 renderimask |= RENDER_VIEWMODEL;
4885 if (!r_drawexteriormodel.integer)
4886 renderimask |= RENDER_EXTERIORMODEL;
4887 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
4889 // worldmodel can check visibility
4890 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
4891 for (i = 0;i < r_refdef.scene.numentities;i++)
4893 ent = r_refdef.scene.entities[i];
4894 if (!(ent->flags & renderimask))
4895 if (!R_CullBox(ent->mins, ent->maxs) || (ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
4896 if ((ent->flags & (RENDER_NODEPTHTEST | RENDER_WORLDOBJECT | RENDER_VIEWMODEL)) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
4897 r_refdef.viewcache.entityvisible[i] = true;
4902 // no worldmodel or it can't check visibility
4903 for (i = 0;i < r_refdef.scene.numentities;i++)
4905 ent = r_refdef.scene.entities[i];
4906 r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
4909 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane && !r_trippy.integer)
4910 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
4912 for (i = 0;i < r_refdef.scene.numentities;i++)
4914 if (!r_refdef.viewcache.entityvisible[i])
4916 ent = r_refdef.scene.entities[i];
4917 if(!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
4919 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
4921 continue; // temp entities do pvs only
4922 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
4923 ent->last_trace_visibility = realtime;
4924 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
4925 r_refdef.viewcache.entityvisible[i] = 0;
4931 /// only used if skyrendermasked, and normally returns false
4932 static int R_DrawBrushModelsSky (void)
4935 entity_render_t *ent;
4938 for (i = 0;i < r_refdef.scene.numentities;i++)
4940 if (!r_refdef.viewcache.entityvisible[i])
4942 ent = r_refdef.scene.entities[i];
4943 if (!ent->model || !ent->model->DrawSky)
4945 ent->model->DrawSky(ent);
4951 static void R_DrawNoModel(entity_render_t *ent);
4952 static void R_DrawModels(void)
4955 entity_render_t *ent;
4957 for (i = 0;i < r_refdef.scene.numentities;i++)
4959 if (!r_refdef.viewcache.entityvisible[i])
4961 ent = r_refdef.scene.entities[i];
4962 r_refdef.stats.entities++;
4964 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
4967 Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
4968 Con_Printf("R_DrawModels\n");
4969 Con_Printf("model %s O %f %f %f F %f %f %f L %f %f %f U %f %f %f\n", ent->model->name, o[0], o[1], o[2], f[0], f[1], f[2], l[0], l[1], l[2], u[0], u[1], u[2]);
4970 Con_Printf("group: %i %f %i %f %i %f %i %f\n", ent->framegroupblend[0].frame, ent->framegroupblend[0].lerp, ent->framegroupblend[1].frame, ent->framegroupblend[1].lerp, ent->framegroupblend[2].frame, ent->framegroupblend[2].lerp, ent->framegroupblend[3].frame, ent->framegroupblend[3].lerp);
4971 Con_Printf("blend: %i %f %i %f %i %f %i %f %i %f %i %f %i %f %i %f\n", ent->frameblend[0].subframe, ent->frameblend[0].lerp, ent->frameblend[1].subframe, ent->frameblend[1].lerp, ent->frameblend[2].subframe, ent->frameblend[2].lerp, ent->frameblend[3].subframe, ent->frameblend[3].lerp, ent->frameblend[4].subframe, ent->frameblend[4].lerp, ent->frameblend[5].subframe, ent->frameblend[5].lerp, ent->frameblend[6].subframe, ent->frameblend[6].lerp, ent->frameblend[7].subframe, ent->frameblend[7].lerp);
4974 if (ent->model && ent->model->Draw != NULL)
4975 ent->model->Draw(ent);
4981 static void R_DrawModelsDepth(void)
4984 entity_render_t *ent;
4986 for (i = 0;i < r_refdef.scene.numentities;i++)
4988 if (!r_refdef.viewcache.entityvisible[i])
4990 ent = r_refdef.scene.entities[i];
4991 if (ent->model && ent->model->DrawDepth != NULL)
4992 ent->model->DrawDepth(ent);
4996 static void R_DrawModelsDebug(void)
4999 entity_render_t *ent;
5001 for (i = 0;i < r_refdef.scene.numentities;i++)
5003 if (!r_refdef.viewcache.entityvisible[i])
5005 ent = r_refdef.scene.entities[i];
5006 if (ent->model && ent->model->DrawDebug != NULL)
5007 ent->model->DrawDebug(ent);
5011 static void R_DrawModelsAddWaterPlanes(void)
5014 entity_render_t *ent;
5016 for (i = 0;i < r_refdef.scene.numentities;i++)
5018 if (!r_refdef.viewcache.entityvisible[i])
5020 ent = r_refdef.scene.entities[i];
5021 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
5022 ent->model->DrawAddWaterPlanes(ent);
5026 static float irisvecs[7][3] = {{0, 0, 0}, {-1, 0, 0}, {1, 0, 0}, {0, -1, 0}, {0, 1, 0}, {0, 0, -1}, {0, 0, 1}};
5028 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
5030 if (r_hdr_irisadaptation.integer)
5035 vec3_t diffusenormal;
5037 vec_t brightness = 0.0f;
5042 VectorCopy(r_refdef.view.forward, forward);
5043 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
5045 p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
5046 p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
5047 p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
5048 R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
5049 d = DotProduct(forward, diffusenormal);
5050 brightness += VectorLength(ambient);
5052 brightness += d * VectorLength(diffuse);
5054 brightness *= 1.0f / c;
5055 brightness += 0.00001f; // make sure it's never zero
5056 goal = r_hdr_irisadaptation_multiplier.value / brightness;
5057 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
5058 current = r_hdr_irisadaptation_value.value;
5060 current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
5061 else if (current > goal)
5062 current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
5063 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
5064 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
5066 else if (r_hdr_irisadaptation_value.value != 1.0f)
5067 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
5070 static void R_View_SetFrustum(const int *scissor)
5073 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
5074 vec3_t forward, left, up, origin, v;
5078 // flipped x coordinates (because x points left here)
5079 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5080 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5082 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
5083 switch(vid.renderpath)
5085 case RENDERPATH_D3D9:
5086 case RENDERPATH_D3D10:
5087 case RENDERPATH_D3D11:
5088 // non-flipped y coordinates
5089 fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5090 fpy = -1.0 + 2.0 * (vid.height - scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5092 case RENDERPATH_SOFT:
5093 case RENDERPATH_GL11:
5094 case RENDERPATH_GL13:
5095 case RENDERPATH_GL20:
5096 case RENDERPATH_GLES1:
5097 case RENDERPATH_GLES2:
5098 // non-flipped y coordinates
5099 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5100 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5105 // we can't trust r_refdef.view.forward and friends in reflected scenes
5106 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
5109 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
5110 r_refdef.view.frustum[0].normal[1] = 0 - 0;
5111 r_refdef.view.frustum[0].normal[2] = -1 - 0;
5112 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
5113 r_refdef.view.frustum[1].normal[1] = 0 + 0;
5114 r_refdef.view.frustum[1].normal[2] = -1 + 0;
5115 r_refdef.view.frustum[2].normal[0] = 0 - 0;
5116 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
5117 r_refdef.view.frustum[2].normal[2] = -1 - 0;
5118 r_refdef.view.frustum[3].normal[0] = 0 + 0;
5119 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
5120 r_refdef.view.frustum[3].normal[2] = -1 + 0;
5124 zNear = r_refdef.nearclip;
5125 nudge = 1.0 - 1.0 / (1<<23);
5126 r_refdef.view.frustum[4].normal[0] = 0 - 0;
5127 r_refdef.view.frustum[4].normal[1] = 0 - 0;
5128 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
5129 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
5130 r_refdef.view.frustum[5].normal[0] = 0 + 0;
5131 r_refdef.view.frustum[5].normal[1] = 0 + 0;
5132 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
5133 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
5139 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
5140 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
5141 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
5142 r_refdef.view.frustum[0].dist = m[15] - m[12];
5144 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
5145 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
5146 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
5147 r_refdef.view.frustum[1].dist = m[15] + m[12];
5149 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
5150 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
5151 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
5152 r_refdef.view.frustum[2].dist = m[15] - m[13];
5154 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
5155 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
5156 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
5157 r_refdef.view.frustum[3].dist = m[15] + m[13];
5159 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
5160 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
5161 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
5162 r_refdef.view.frustum[4].dist = m[15] - m[14];
5164 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
5165 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
5166 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
5167 r_refdef.view.frustum[5].dist = m[15] + m[14];
5170 if (r_refdef.view.useperspective)
5172 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
5173 VectorMAMAM(1024, forward, fnx * 1024.0 * r_refdef.view.frustum_x, left, fny * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
5174 VectorMAMAM(1024, forward, fpx * 1024.0 * r_refdef.view.frustum_x, left, fny * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
5175 VectorMAMAM(1024, forward, fnx * 1024.0 * r_refdef.view.frustum_x, left, fpy * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
5176 VectorMAMAM(1024, forward, fpx * 1024.0 * r_refdef.view.frustum_x, left, fpy * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
5178 // then the normals from the corners relative to origin
5179 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
5180 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
5181 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
5182 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
5184 // in a NORMAL view, forward cross left == up
5185 // in a REFLECTED view, forward cross left == down
5186 // so our cross products above need to be adjusted for a left handed coordinate system
5187 CrossProduct(forward, left, v);
5188 if(DotProduct(v, up) < 0)
5190 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
5191 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
5192 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
5193 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
5196 // Leaving those out was a mistake, those were in the old code, and they
5197 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
5198 // I couldn't reproduce it after adding those normalizations. --blub
5199 VectorNormalize(r_refdef.view.frustum[0].normal);
5200 VectorNormalize(r_refdef.view.frustum[1].normal);
5201 VectorNormalize(r_refdef.view.frustum[2].normal);
5202 VectorNormalize(r_refdef.view.frustum[3].normal);
5204 // make the corners absolute
5205 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
5206 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
5207 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
5208 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
5211 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5213 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
5214 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
5215 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
5216 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
5217 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5221 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
5222 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
5223 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
5224 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
5225 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5226 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
5227 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
5228 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
5229 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
5230 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5232 r_refdef.view.numfrustumplanes = 5;
5234 if (r_refdef.view.useclipplane)
5236 r_refdef.view.numfrustumplanes = 6;
5237 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
5240 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
5241 PlaneClassify(r_refdef.view.frustum + i);
5243 // LordHavoc: note to all quake engine coders, Quake had a special case
5244 // for 90 degrees which assumed a square view (wrong), so I removed it,
5245 // Quake2 has it disabled as well.
5247 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
5248 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
5249 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
5250 //PlaneClassify(&frustum[0]);
5252 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
5253 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
5254 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
5255 //PlaneClassify(&frustum[1]);
5257 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
5258 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
5259 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
5260 //PlaneClassify(&frustum[2]);
5262 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
5263 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
5264 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
5265 //PlaneClassify(&frustum[3]);
5268 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
5269 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
5270 //PlaneClassify(&frustum[4]);
5273 static void R_View_UpdateWithScissor(const int *myscissor)
5275 R_Main_ResizeViewCache();
5276 R_View_SetFrustum(myscissor);
5277 R_View_WorldVisibility(r_refdef.view.useclipplane);
5278 R_View_UpdateEntityVisible();
5279 R_View_UpdateEntityLighting();
5280 R_AnimCache_CacheVisibleEntities();
5283 static void R_View_Update(void)
5285 R_Main_ResizeViewCache();
5286 R_View_SetFrustum(NULL);
5287 R_View_WorldVisibility(r_refdef.view.useclipplane);
5288 R_View_UpdateEntityVisible();
5289 R_View_UpdateEntityLighting();
5290 R_AnimCache_CacheVisibleEntities();
5293 float viewscalefpsadjusted = 1.0f;
5295 static void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
5297 float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
5298 scale = bound(0.03125f, scale, 1.0f);
5299 *outwidth = (int)ceil(width * scale);
5300 *outheight = (int)ceil(height * scale);
5303 void R_SetupView(qboolean allowwaterclippingplane, int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5305 const float *customclipplane = NULL;
5307 int /*rtwidth,*/ rtheight, scaledwidth, scaledheight;
5308 if (r_refdef.view.useclipplane && allowwaterclippingplane)
5310 // LordHavoc: couldn't figure out how to make this approach the
5311 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
5312 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
5313 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
5314 dist = r_refdef.view.clipplane.dist;
5315 plane[0] = r_refdef.view.clipplane.normal[0];
5316 plane[1] = r_refdef.view.clipplane.normal[1];
5317 plane[2] = r_refdef.view.clipplane.normal[2];
5319 if(vid.renderpath != RENDERPATH_SOFT) customclipplane = plane;
5322 //rtwidth = fbo ? R_TextureWidth(depthtexture ? depthtexture : colortexture) : vid.width;
5323 rtheight = fbo ? R_TextureHeight(depthtexture ? depthtexture : colortexture) : vid.height;
5325 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &scaledwidth, &scaledheight);
5326 if (!r_refdef.view.useperspective)
5327 R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, -r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
5328 else if (vid.stencil && r_useinfinitefarclip.integer)
5329 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
5331 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
5332 R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5333 R_SetViewport(&r_refdef.view.viewport);
5334 if (r_refdef.view.useclipplane && allowwaterclippingplane && vid.renderpath == RENDERPATH_SOFT)
5336 matrix4x4_t mvpmatrix, invmvpmatrix, invtransmvpmatrix;
5337 float screenplane[4];
5338 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
5339 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
5340 Matrix4x4_Transpose(&invtransmvpmatrix, &invmvpmatrix);
5341 Matrix4x4_Transform4(&invtransmvpmatrix, plane, screenplane);
5342 DPSOFTRAST_ClipPlane(screenplane[0], screenplane[1], screenplane[2], screenplane[3]);
5346 void R_EntityMatrix(const matrix4x4_t *matrix)
5348 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
5350 gl_modelmatrixchanged = false;
5351 gl_modelmatrix = *matrix;
5352 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
5353 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
5354 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
5355 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
5357 switch(vid.renderpath)
5359 case RENDERPATH_D3D9:
5361 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
5362 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
5365 case RENDERPATH_D3D10:
5366 Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
5368 case RENDERPATH_D3D11:
5369 Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
5371 case RENDERPATH_GL11:
5372 case RENDERPATH_GL13:
5373 case RENDERPATH_GLES1:
5374 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
5376 case RENDERPATH_SOFT:
5377 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
5378 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
5380 case RENDERPATH_GL20:
5381 case RENDERPATH_GLES2:
5382 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
5383 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
5389 void R_ResetViewRendering2D_Common(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, float x2, float y2)
5391 r_viewport_t viewport;
5395 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
5396 R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, x2, y2, -10, 100, NULL);
5397 R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5398 R_SetViewport(&viewport);
5399 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
5400 GL_Color(1, 1, 1, 1);
5401 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5402 GL_BlendFunc(GL_ONE, GL_ZERO);
5403 GL_ScissorTest(false);
5404 GL_DepthMask(false);
5405 GL_DepthRange(0, 1);
5406 GL_DepthTest(false);
5407 GL_DepthFunc(GL_LEQUAL);
5408 R_EntityMatrix(&identitymatrix);
5409 R_Mesh_ResetTextureState();
5410 GL_PolygonOffset(0, 0);
5411 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5412 switch(vid.renderpath)
5414 case RENDERPATH_GL11:
5415 case RENDERPATH_GL13:
5416 case RENDERPATH_GL20:
5417 case RENDERPATH_GLES1:
5418 case RENDERPATH_GLES2:
5419 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5421 case RENDERPATH_D3D9:
5422 case RENDERPATH_D3D10:
5423 case RENDERPATH_D3D11:
5424 case RENDERPATH_SOFT:
5427 GL_CullFace(GL_NONE);
5432 void R_ResetViewRendering2D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5436 R_ResetViewRendering2D_Common(fbo, depthtexture, colortexture, 1, 1);
5439 void R_ResetViewRendering3D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5443 R_SetupView(true, fbo, depthtexture, colortexture);
5444 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5445 GL_Color(1, 1, 1, 1);
5446 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5447 GL_BlendFunc(GL_ONE, GL_ZERO);
5448 GL_ScissorTest(true);
5450 GL_DepthRange(0, 1);
5452 GL_DepthFunc(GL_LEQUAL);
5453 R_EntityMatrix(&identitymatrix);
5454 R_Mesh_ResetTextureState();
5455 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5456 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5457 switch(vid.renderpath)
5459 case RENDERPATH_GL11:
5460 case RENDERPATH_GL13:
5461 case RENDERPATH_GL20:
5462 case RENDERPATH_GLES1:
5463 case RENDERPATH_GLES2:
5464 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5466 case RENDERPATH_D3D9:
5467 case RENDERPATH_D3D10:
5468 case RENDERPATH_D3D11:
5469 case RENDERPATH_SOFT:
5472 GL_CullFace(r_refdef.view.cullface_back);
5477 R_RenderView_UpdateViewVectors
5480 static void R_RenderView_UpdateViewVectors(void)
5482 // break apart the view matrix into vectors for various purposes
5483 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
5484 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
5485 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
5486 VectorNegate(r_refdef.view.left, r_refdef.view.right);
5487 // make an inverted copy of the view matrix for tracking sprites
5488 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
5491 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5492 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5494 static void R_Water_StartFrame(void)
5497 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
5498 r_waterstate_waterplane_t *p;
5499 qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.samples < 2;
5501 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
5504 switch(vid.renderpath)
5506 case RENDERPATH_GL20:
5507 case RENDERPATH_D3D9:
5508 case RENDERPATH_D3D10:
5509 case RENDERPATH_D3D11:
5510 case RENDERPATH_SOFT:
5511 case RENDERPATH_GLES2:
5513 case RENDERPATH_GL11:
5514 case RENDERPATH_GL13:
5515 case RENDERPATH_GLES1:
5519 // set waterwidth and waterheight to the water resolution that will be
5520 // used (often less than the screen resolution for faster rendering)
5521 R_GetScaledViewSize(bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width), bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height), &waterwidth, &waterheight);
5523 // calculate desired texture sizes
5524 // can't use water if the card does not support the texture size
5525 if (!r_water.integer || r_showsurfaces.integer)
5526 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
5527 else if (vid.support.arb_texture_non_power_of_two)
5529 texturewidth = waterwidth;
5530 textureheight = waterheight;
5531 camerawidth = waterwidth;
5532 cameraheight = waterheight;
5536 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
5537 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
5538 for (camerawidth = 1;camerawidth <= waterwidth; camerawidth *= 2); camerawidth /= 2;
5539 for (cameraheight = 1;cameraheight <= waterheight;cameraheight *= 2); cameraheight /= 2;
5542 // allocate textures as needed
5543 if (r_fb.water.texturewidth != texturewidth || r_fb.water.textureheight != textureheight || r_fb.water.camerawidth != camerawidth || r_fb.water.cameraheight != cameraheight || (r_fb.depthtexture && !usewaterfbo))
5545 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5546 for (i = 0, p = r_fb.water.waterplanes;i < r_fb.water.maxwaterplanes;i++, p++)
5548 if (p->texture_refraction)
5549 R_FreeTexture(p->texture_refraction);
5550 p->texture_refraction = NULL;
5551 if (p->fbo_refraction)
5552 R_Mesh_DestroyFramebufferObject(p->fbo_refraction);
5553 p->fbo_refraction = 0;
5554 if (p->texture_reflection)
5555 R_FreeTexture(p->texture_reflection);
5556 p->texture_reflection = NULL;
5557 if (p->fbo_reflection)
5558 R_Mesh_DestroyFramebufferObject(p->fbo_reflection);
5559 p->fbo_reflection = 0;
5560 if (p->texture_camera)
5561 R_FreeTexture(p->texture_camera);
5562 p->texture_camera = NULL;
5564 R_Mesh_DestroyFramebufferObject(p->fbo_camera);
5567 memset(&r_fb.water, 0, sizeof(r_fb.water));
5568 r_fb.water.texturewidth = texturewidth;
5569 r_fb.water.textureheight = textureheight;
5570 r_fb.water.camerawidth = camerawidth;
5571 r_fb.water.cameraheight = cameraheight;
5574 if (r_fb.water.texturewidth)
5576 int scaledwidth, scaledheight;
5578 r_fb.water.enabled = true;
5580 // water resolution is usually reduced
5581 r_fb.water.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
5582 r_fb.water.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
5583 R_GetScaledViewSize(r_fb.water.waterwidth, r_fb.water.waterheight, &scaledwidth, &scaledheight);
5585 // set up variables that will be used in shader setup
5586 r_fb.water.screenscale[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5587 r_fb.water.screenscale[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5588 r_fb.water.screencenter[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5589 r_fb.water.screencenter[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5592 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5593 r_fb.water.numwaterplanes = 0;
5596 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
5598 int planeindex, bestplaneindex, vertexindex;
5599 vec3_t mins, maxs, normal, center, v, n;
5600 vec_t planescore, bestplanescore;
5602 r_waterstate_waterplane_t *p;
5603 texture_t *t = R_GetCurrentTexture(surface->texture);
5605 rsurface.texture = t;
5606 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
5607 // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
5608 if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
5610 // average the vertex normals, find the surface bounds (after deformvertexes)
5611 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
5612 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
5613 VectorCopy(n, normal);
5614 VectorCopy(v, mins);
5615 VectorCopy(v, maxs);
5616 for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
5618 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
5619 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
5620 VectorAdd(normal, n, normal);
5621 mins[0] = min(mins[0], v[0]);
5622 mins[1] = min(mins[1], v[1]);
5623 mins[2] = min(mins[2], v[2]);
5624 maxs[0] = max(maxs[0], v[0]);
5625 maxs[1] = max(maxs[1], v[1]);
5626 maxs[2] = max(maxs[2], v[2]);
5628 VectorNormalize(normal);
5629 VectorMAM(0.5f, mins, 0.5f, maxs, center);
5631 VectorCopy(normal, plane.normal);
5632 VectorNormalize(plane.normal);
5633 plane.dist = DotProduct(center, plane.normal);
5634 PlaneClassify(&plane);
5635 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
5637 // skip backfaces (except if nocullface is set)
5638 // if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
5640 VectorNegate(plane.normal, plane.normal);
5642 PlaneClassify(&plane);
5646 // find a matching plane if there is one
5647 bestplaneindex = -1;
5648 bestplanescore = 1048576.0f;
5649 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5651 if(p->camera_entity == t->camera_entity)
5653 planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
5654 if (bestplaneindex < 0 || bestplanescore > planescore)
5656 bestplaneindex = planeindex;
5657 bestplanescore = planescore;
5661 planeindex = bestplaneindex;
5662 p = r_fb.water.waterplanes + planeindex;
5664 // if this surface does not fit any known plane rendered this frame, add one
5665 if ((planeindex < 0 || bestplanescore > 0.001f) && r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
5667 // store the new plane
5668 planeindex = r_fb.water.numwaterplanes++;
5669 p = r_fb.water.waterplanes + planeindex;
5671 // clear materialflags and pvs
5672 p->materialflags = 0;
5673 p->pvsvalid = false;
5674 p->camera_entity = t->camera_entity;
5675 VectorCopy(mins, p->mins);
5676 VectorCopy(maxs, p->maxs);
5680 // merge mins/maxs when we're adding this surface to the plane
5681 p->mins[0] = min(p->mins[0], mins[0]);
5682 p->mins[1] = min(p->mins[1], mins[1]);
5683 p->mins[2] = min(p->mins[2], mins[2]);
5684 p->maxs[0] = max(p->maxs[0], maxs[0]);
5685 p->maxs[1] = max(p->maxs[1], maxs[1]);
5686 p->maxs[2] = max(p->maxs[2], maxs[2]);
5688 // merge this surface's materialflags into the waterplane
5689 p->materialflags |= t->currentmaterialflags;
5690 if(!(p->materialflags & MATERIALFLAG_CAMERA))
5692 // merge this surface's PVS into the waterplane
5693 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
5694 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
5696 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
5702 extern cvar_t r_drawparticles;
5703 extern cvar_t r_drawdecals;
5705 static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5708 r_refdef_view_t originalview;
5709 r_refdef_view_t myview;
5710 int planeindex, qualityreduction = 0, old_r_dynamic = 0, old_r_shadows = 0, old_r_worldrtlight = 0, old_r_dlight = 0, old_r_particles = 0, old_r_decals = 0;
5711 r_waterstate_waterplane_t *p;
5713 qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.samples < 2;
5716 originalview = r_refdef.view;
5718 // lowquality hack, temporarily shut down some cvars and restore afterwards
5719 qualityreduction = r_water_lowquality.integer;
5720 if (qualityreduction > 0)
5722 if (qualityreduction >= 1)
5724 old_r_shadows = r_shadows.integer;
5725 old_r_worldrtlight = r_shadow_realtime_world.integer;
5726 old_r_dlight = r_shadow_realtime_dlight.integer;
5727 Cvar_SetValueQuick(&r_shadows, 0);
5728 Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
5729 Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
5731 if (qualityreduction >= 2)
5733 old_r_dynamic = r_dynamic.integer;
5734 old_r_particles = r_drawparticles.integer;
5735 old_r_decals = r_drawdecals.integer;
5736 Cvar_SetValueQuick(&r_dynamic, 0);
5737 Cvar_SetValueQuick(&r_drawparticles, 0);
5738 Cvar_SetValueQuick(&r_drawdecals, 0);
5742 // make sure enough textures are allocated
5743 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5745 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5747 if (!p->texture_refraction)
5748 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_refraction", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5749 if (!p->texture_refraction)
5753 if (r_fb.water.depthtexture == NULL)
5754 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
5755 if (p->fbo_refraction == 0)
5756 p->fbo_refraction = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_refraction, NULL, NULL, NULL);
5759 else if (p->materialflags & MATERIALFLAG_CAMERA)
5761 if (!p->texture_camera)
5762 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_camera", planeindex), r_fb.water.camerawidth, r_fb.water.cameraheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR, -1, NULL);
5763 if (!p->texture_camera)
5767 if (r_fb.water.depthtexture == NULL)
5768 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
5769 if (p->fbo_camera == 0)
5770 p->fbo_camera = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_camera, NULL, NULL, NULL);
5774 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5776 if (!p->texture_reflection)
5777 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_reflection", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5778 if (!p->texture_reflection)
5782 if (r_fb.water.depthtexture == NULL)
5783 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
5784 if (p->fbo_reflection == 0)
5785 p->fbo_reflection = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_reflection, NULL, NULL, NULL);
5791 r_refdef.view = originalview;
5792 r_refdef.view.showdebug = false;
5793 r_refdef.view.width = r_fb.water.waterwidth;
5794 r_refdef.view.height = r_fb.water.waterheight;
5795 r_refdef.view.useclipplane = true;
5796 myview = r_refdef.view;
5797 r_fb.water.renderingscene = true;
5798 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5800 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5802 r_refdef.view = myview;
5803 if(r_water_scissormode.integer)
5805 R_SetupView(true, p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5806 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5807 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5810 // render reflected scene and copy into texture
5811 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
5812 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
5813 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
5814 r_refdef.view.clipplane = p->plane;
5815 // reverse the cullface settings for this render
5816 r_refdef.view.cullface_front = GL_FRONT;
5817 r_refdef.view.cullface_back = GL_BACK;
5818 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
5820 r_refdef.view.usecustompvs = true;
5822 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5824 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5827 r_fb.water.hideplayer = r_water_hideplayer.integer >= 2;
5828 R_ResetViewRendering3D(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5829 R_ClearScreen(r_refdef.fogenabled);
5830 if(r_water_scissormode.integer & 2)
5831 R_View_UpdateWithScissor(myscissor);
5834 if(r_water_scissormode.integer & 1)
5835 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5836 R_RenderScene(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5838 if (!p->fbo_reflection)
5839 R_Mesh_CopyToTexture(p->texture_reflection, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5840 r_fb.water.hideplayer = false;
5843 // render the normal view scene and copy into texture
5844 // (except that a clipping plane should be used to hide everything on one side of the water, and the viewer's weapon model should be omitted)
5845 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5847 r_refdef.view = myview;
5848 if(r_water_scissormode.integer)
5850 R_SetupView(true, p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
5851 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5852 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5855 r_fb.water.hideplayer = r_water_hideplayer.integer >= 1;
5857 r_refdef.view.clipplane = p->plane;
5858 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5859 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5861 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
5863 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5864 r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
5865 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5866 R_RenderView_UpdateViewVectors();
5867 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5869 r_refdef.view.usecustompvs = true;
5870 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
5874 PlaneClassify(&r_refdef.view.clipplane);
5876 R_ResetViewRendering3D(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
5877 R_ClearScreen(r_refdef.fogenabled);
5878 if(r_water_scissormode.integer & 2)
5879 R_View_UpdateWithScissor(myscissor);
5882 if(r_water_scissormode.integer & 1)
5883 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5884 R_RenderScene(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
5886 if (!p->fbo_refraction)
5887 R_Mesh_CopyToTexture(p->texture_refraction, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5888 r_fb.water.hideplayer = false;
5890 else if (p->materialflags & MATERIALFLAG_CAMERA)
5892 r_refdef.view = myview;
5894 r_refdef.view.clipplane = p->plane;
5895 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5896 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5898 r_refdef.view.width = r_fb.water.camerawidth;
5899 r_refdef.view.height = r_fb.water.cameraheight;
5900 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
5901 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
5902 r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
5903 r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
5905 if(p->camera_entity)
5907 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5908 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5911 // note: all of the view is used for displaying... so
5912 // there is no use in scissoring
5914 // reverse the cullface settings for this render
5915 r_refdef.view.cullface_front = GL_FRONT;
5916 r_refdef.view.cullface_back = GL_BACK;
5917 // also reverse the view matrix
5918 Matrix4x4_ConcatScale3(&r_refdef.view.matrix, 1, 1, -1); // this serves to invert texcoords in the result, as the copied texture is mapped the wrong way round
5919 R_RenderView_UpdateViewVectors();
5920 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5922 r_refdef.view.usecustompvs = true;
5923 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
5926 // camera needs no clipplane
5927 r_refdef.view.useclipplane = false;
5929 PlaneClassify(&r_refdef.view.clipplane);
5931 r_fb.water.hideplayer = false;
5933 R_ResetViewRendering3D(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
5934 R_ClearScreen(r_refdef.fogenabled);
5936 R_RenderScene(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
5939 R_Mesh_CopyToTexture(p->texture_camera, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5940 r_fb.water.hideplayer = false;
5944 if(vid.renderpath==RENDERPATH_SOFT) DPSOFTRAST_ClipPlane(0, 0, 0, 1);
5945 r_fb.water.renderingscene = false;
5946 r_refdef.view = originalview;
5947 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
5948 if (!r_fb.water.depthtexture)
5949 R_ClearScreen(r_refdef.fogenabled);
5953 r_refdef.view = originalview;
5954 r_fb.water.renderingscene = false;
5955 Cvar_SetValueQuick(&r_water, 0);
5956 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
5958 // lowquality hack, restore cvars
5959 if (qualityreduction > 0)
5961 if (qualityreduction >= 1)
5963 Cvar_SetValueQuick(&r_shadows, old_r_shadows);
5964 Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
5965 Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
5967 if (qualityreduction >= 2)
5969 Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
5970 Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
5971 Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
5976 static void R_Bloom_StartFrame(void)
5979 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
5980 int viewwidth, viewheight;
5981 qboolean useviewfbo = r_viewfbo.integer >= 1 && vid.support.ext_framebuffer_object && vid.samples < 2;
5982 textype_t textype = TEXTYPE_COLORBUFFER;
5984 switch (vid.renderpath)
5986 case RENDERPATH_GL20:
5987 r_fb.usedepthtextures = r_usedepthtextures.integer != 0;
5988 if (vid.support.ext_framebuffer_object)
5990 if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
5991 if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
5994 case RENDERPATH_GL11:
5995 case RENDERPATH_GL13:
5996 case RENDERPATH_GLES1:
5997 case RENDERPATH_GLES2:
5998 case RENDERPATH_D3D9:
5999 case RENDERPATH_D3D10:
6000 case RENDERPATH_D3D11:
6001 r_fb.usedepthtextures = false;
6003 case RENDERPATH_SOFT:
6004 r_fb.usedepthtextures = true;
6008 if (r_viewscale_fpsscaling.integer)
6010 double actualframetime;
6011 double targetframetime;
6013 actualframetime = r_refdef.lastdrawscreentime;
6014 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
6015 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
6016 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
6017 if (r_viewscale_fpsscaling_stepsize.value > 0)
6018 adjust = (int)(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
6019 viewscalefpsadjusted += adjust;
6020 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
6023 viewscalefpsadjusted = 1.0f;
6025 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight);
6027 switch(vid.renderpath)
6029 case RENDERPATH_GL20:
6030 case RENDERPATH_D3D9:
6031 case RENDERPATH_D3D10:
6032 case RENDERPATH_D3D11:
6033 case RENDERPATH_SOFT:
6034 case RENDERPATH_GLES2:
6036 case RENDERPATH_GL11:
6037 case RENDERPATH_GL13:
6038 case RENDERPATH_GLES1:
6042 // set bloomwidth and bloomheight to the bloom resolution that will be
6043 // used (often less than the screen resolution for faster rendering)
6044 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
6045 r_fb.bloomheight = r_fb.bloomwidth * vid.height / vid.width;
6046 r_fb.bloomheight = bound(1, r_fb.bloomheight, vid.height);
6047 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
6048 r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
6050 // calculate desired texture sizes
6051 if (vid.support.arb_texture_non_power_of_two)
6053 screentexturewidth = vid.width;
6054 screentextureheight = vid.height;
6055 bloomtexturewidth = r_fb.bloomwidth;
6056 bloomtextureheight = r_fb.bloomheight;
6060 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
6061 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
6062 for (bloomtexturewidth = 1;bloomtexturewidth < r_fb.bloomwidth ;bloomtexturewidth *= 2);
6063 for (bloomtextureheight = 1;bloomtextureheight < r_fb.bloomheight;bloomtextureheight *= 2);
6066 if ((r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > (int)vid.maxtexturesize_2d || r_refdef.view.height > (int)vid.maxtexturesize_2d))
6068 Cvar_SetValueQuick(&r_bloom, 0);
6069 Cvar_SetValueQuick(&r_motionblur, 0);
6070 Cvar_SetValueQuick(&r_damageblur, 0);
6073 if (!(r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial))
6075 && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0))
6077 && r_viewscale.value == 1.0f
6078 && !r_viewscale_fpsscaling.integer)
6079 screentexturewidth = screentextureheight = 0;
6080 if (!r_bloom.integer)
6081 bloomtexturewidth = bloomtextureheight = 0;
6083 // allocate textures as needed
6084 if (r_fb.screentexturewidth != screentexturewidth
6085 || r_fb.screentextureheight != screentextureheight
6086 || r_fb.bloomtexturewidth != bloomtexturewidth
6087 || r_fb.bloomtextureheight != bloomtextureheight
6088 || r_fb.textype != textype
6089 || useviewfbo != (r_fb.fbo != 0))
6091 for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6093 if (r_fb.bloomtexture[i])
6094 R_FreeTexture(r_fb.bloomtexture[i]);
6095 r_fb.bloomtexture[i] = NULL;
6097 if (r_fb.bloomfbo[i])
6098 R_Mesh_DestroyFramebufferObject(r_fb.bloomfbo[i]);
6099 r_fb.bloomfbo[i] = 0;
6103 R_Mesh_DestroyFramebufferObject(r_fb.fbo);
6106 if (r_fb.colortexture)
6107 R_FreeTexture(r_fb.colortexture);
6108 r_fb.colortexture = NULL;
6110 if (r_fb.depthtexture)
6111 R_FreeTexture(r_fb.depthtexture);
6112 r_fb.depthtexture = NULL;
6114 if (r_fb.ghosttexture)
6115 R_FreeTexture(r_fb.ghosttexture);
6116 r_fb.ghosttexture = NULL;
6118 r_fb.screentexturewidth = screentexturewidth;
6119 r_fb.screentextureheight = screentextureheight;
6120 r_fb.bloomtexturewidth = bloomtexturewidth;
6121 r_fb.bloomtextureheight = bloomtextureheight;
6122 r_fb.textype = textype;
6124 if (r_fb.screentexturewidth && r_fb.screentextureheight)
6126 if (r_motionblur.value > 0 || r_damageblur.value > 0)
6127 r_fb.ghosttexture = R_LoadTexture2D(r_main_texturepool, "framebuffermotionblur", r_fb.screentexturewidth, r_fb.screentextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6128 r_fb.ghosttexture_valid = false;
6129 r_fb.colortexture = R_LoadTexture2D(r_main_texturepool, "framebuffercolor", r_fb.screentexturewidth, r_fb.screentextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6132 r_fb.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "framebufferdepth", r_fb.screentexturewidth, r_fb.screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6133 r_fb.fbo = R_Mesh_CreateFramebufferObject(r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6134 R_Mesh_SetRenderTargets(r_fb.fbo, r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6138 if (r_fb.bloomtexturewidth && r_fb.bloomtextureheight)
6140 for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6142 r_fb.bloomtexture[i] = R_LoadTexture2D(r_main_texturepool, "framebufferbloom", r_fb.bloomtexturewidth, r_fb.bloomtextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6144 r_fb.bloomfbo[i] = R_Mesh_CreateFramebufferObject(NULL, r_fb.bloomtexture[i], NULL, NULL, NULL);
6149 // bloom texture is a different resolution
6150 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
6151 r_fb.bloomheight = r_fb.bloomwidth * r_refdef.view.height / r_refdef.view.width;
6152 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_refdef.view.height);
6153 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, r_fb.bloomtexturewidth);
6154 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_fb.bloomtextureheight);
6156 // set up a texcoord array for the full resolution screen image
6157 // (we have to keep this around to copy back during final render)
6158 r_fb.screentexcoord2f[0] = 0;
6159 r_fb.screentexcoord2f[1] = (float)viewheight / (float)r_fb.screentextureheight;
6160 r_fb.screentexcoord2f[2] = (float)viewwidth / (float)r_fb.screentexturewidth;
6161 r_fb.screentexcoord2f[3] = (float)viewheight / (float)r_fb.screentextureheight;
6162 r_fb.screentexcoord2f[4] = (float)viewwidth / (float)r_fb.screentexturewidth;
6163 r_fb.screentexcoord2f[5] = 0;
6164 r_fb.screentexcoord2f[6] = 0;
6165 r_fb.screentexcoord2f[7] = 0;
6167 // set up a texcoord array for the reduced resolution bloom image
6168 // (which will be additive blended over the screen image)
6169 r_fb.bloomtexcoord2f[0] = 0;
6170 r_fb.bloomtexcoord2f[1] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6171 r_fb.bloomtexcoord2f[2] = (float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6172 r_fb.bloomtexcoord2f[3] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6173 r_fb.bloomtexcoord2f[4] = (float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6174 r_fb.bloomtexcoord2f[5] = 0;
6175 r_fb.bloomtexcoord2f[6] = 0;
6176 r_fb.bloomtexcoord2f[7] = 0;
6178 switch(vid.renderpath)
6180 case RENDERPATH_GL11:
6181 case RENDERPATH_GL13:
6182 case RENDERPATH_GL20:
6183 case RENDERPATH_SOFT:
6184 case RENDERPATH_GLES1:
6185 case RENDERPATH_GLES2:
6187 case RENDERPATH_D3D9:
6188 case RENDERPATH_D3D10:
6189 case RENDERPATH_D3D11:
6192 for (i = 0;i < 4;i++)
6194 r_fb.screentexcoord2f[i*2+0] += 0.5f / (float)r_fb.screentexturewidth;
6195 r_fb.screentexcoord2f[i*2+1] += 0.5f / (float)r_fb.screentextureheight;
6196 r_fb.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_fb.bloomtexturewidth;
6197 r_fb.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_fb.bloomtextureheight;
6203 R_Viewport_InitOrtho(&r_fb.bloomviewport, &identitymatrix, r_refdef.view.x, (r_fb.bloomfbo[0] ? r_fb.bloomtextureheight : vid.height) - r_fb.bloomheight - r_refdef.view.y, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
6206 r_refdef.view.clear = true;
6209 static void R_Bloom_MakeTexture(void)
6212 float xoffset, yoffset, r, brighten;
6214 float colorscale = r_bloom_colorscale.value;
6216 r_refdef.stats.bloom++;
6220 R_Mesh_CopyToTexture(r_fb.colortexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6221 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6224 // scale down screen texture to the bloom texture size
6226 r_fb.bloomindex = 0;
6227 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6228 R_SetViewport(&r_fb.bloomviewport);
6229 GL_BlendFunc(GL_ONE, GL_ZERO);
6230 GL_Color(colorscale, colorscale, colorscale, 1);
6231 // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
6232 switch(vid.renderpath)
6234 case RENDERPATH_GL11:
6235 case RENDERPATH_GL13:
6236 case RENDERPATH_GL20:
6237 case RENDERPATH_GLES1:
6238 case RENDERPATH_GLES2:
6239 case RENDERPATH_SOFT:
6240 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6242 case RENDERPATH_D3D9:
6243 case RENDERPATH_D3D10:
6244 case RENDERPATH_D3D11:
6245 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6248 // TODO: do boxfilter scale-down in shader?
6249 R_SetupShader_Generic(r_fb.colortexture, NULL, GL_MODULATE, 1, false, true, true);
6250 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6251 r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
6253 // we now have a properly scaled bloom image
6254 if (!r_fb.bloomfbo[r_fb.bloomindex])
6256 // copy it into the bloom texture
6257 R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6258 r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6261 // multiply bloom image by itself as many times as desired
6262 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
6264 intex = r_fb.bloomtexture[r_fb.bloomindex];
6265 r_fb.bloomindex ^= 1;
6266 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6268 r = bound(0, r_bloom_colorexponent.value / x, 1);
6269 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
6271 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.bloomtexcoord2f);
6272 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6273 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6274 r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
6276 if (!r_fb.bloomfbo[r_fb.bloomindex])
6278 // copy the darkened image to a texture
6279 R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6280 r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6284 range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
6285 brighten = r_bloom_brighten.value;
6286 brighten = sqrt(brighten);
6288 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
6290 for (dir = 0;dir < 2;dir++)
6292 intex = r_fb.bloomtexture[r_fb.bloomindex];
6293 r_fb.bloomindex ^= 1;
6294 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6295 // blend on at multiple vertical offsets to achieve a vertical blur
6296 // TODO: do offset blends using GLSL
6297 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
6298 GL_BlendFunc(GL_ONE, GL_ZERO);
6299 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6300 for (x = -range;x <= range;x++)
6302 if (!dir){xoffset = 0;yoffset = x;}
6303 else {xoffset = x;yoffset = 0;}
6304 xoffset /= (float)r_fb.bloomtexturewidth;
6305 yoffset /= (float)r_fb.bloomtextureheight;
6306 // compute a texcoord array with the specified x and y offset
6307 r_fb.offsettexcoord2f[0] = xoffset+0;
6308 r_fb.offsettexcoord2f[1] = yoffset+(float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6309 r_fb.offsettexcoord2f[2] = xoffset+(float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6310 r_fb.offsettexcoord2f[3] = yoffset+(float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6311 r_fb.offsettexcoord2f[4] = xoffset+(float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6312 r_fb.offsettexcoord2f[5] = yoffset+0;
6313 r_fb.offsettexcoord2f[6] = xoffset+0;
6314 r_fb.offsettexcoord2f[7] = yoffset+0;
6315 // this r value looks like a 'dot' particle, fading sharply to
6316 // black at the edges
6317 // (probably not realistic but looks good enough)
6318 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
6319 //r = brighten/(range*2+1);
6320 r = brighten / (range * 2 + 1);
6322 r *= (1 - x*x/(float)(range*range));
6323 GL_Color(r, r, r, 1);
6324 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
6325 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6326 r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
6327 GL_BlendFunc(GL_ONE, GL_ONE);
6330 if (!r_fb.bloomfbo[r_fb.bloomindex])
6332 // copy the vertically or horizontally blurred bloom view to a texture
6333 R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6334 r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6339 static void R_BlendView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6341 unsigned int permutation;
6342 float uservecs[4][4];
6344 switch (vid.renderpath)
6346 case RENDERPATH_GL20:
6347 case RENDERPATH_D3D9:
6348 case RENDERPATH_D3D10:
6349 case RENDERPATH_D3D11:
6350 case RENDERPATH_SOFT:
6351 case RENDERPATH_GLES2:
6353 (r_fb.bloomtexture[r_fb.bloomindex] ? SHADERPERMUTATION_BLOOM : 0)
6354 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
6355 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
6356 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
6357 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
6359 if (r_fb.colortexture)
6363 R_Mesh_CopyToTexture(r_fb.colortexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6364 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6367 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture)
6369 // declare variables
6370 float blur_factor, blur_mouseaccel, blur_velocity;
6371 static float blur_average;
6372 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
6374 // set a goal for the factoring
6375 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value)
6376 / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
6377 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value)
6378 / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
6379 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value)
6380 + (blur_mouseaccel * r_motionblur_mousefactor.value));
6382 // from the goal, pick an averaged value between goal and last value
6383 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
6384 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
6386 // enforce minimum amount of blur
6387 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
6389 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
6391 // calculate values into a standard alpha
6392 cl.motionbluralpha = 1 - exp(-
6394 (r_motionblur.value * blur_factor / 80)
6396 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
6399 max(0.0001, cl.time - cl.oldtime) // fps independent
6402 // randomization for the blur value to combat persistent ghosting
6403 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
6404 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
6407 R_ResetViewRendering2D(fbo, depthtexture, colortexture);
6408 if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
6410 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6411 GL_Color(1, 1, 1, cl.motionbluralpha);
6412 switch(vid.renderpath)
6414 case RENDERPATH_GL11:
6415 case RENDERPATH_GL13:
6416 case RENDERPATH_GL20:
6417 case RENDERPATH_GLES1:
6418 case RENDERPATH_GLES2:
6419 case RENDERPATH_SOFT:
6420 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6422 case RENDERPATH_D3D9:
6423 case RENDERPATH_D3D10:
6424 case RENDERPATH_D3D11:
6425 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6428 R_SetupShader_Generic(r_fb.ghosttexture, NULL, GL_MODULATE, 1, false, true, true);
6429 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6430 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6433 // updates old view angles for next pass
6434 VectorCopy(cl.viewangles, blur_oldangles);
6436 // copy view into the ghost texture
6437 R_Mesh_CopyToTexture(r_fb.ghosttexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6438 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6439 r_fb.ghosttexture_valid = true;
6444 // no r_fb.colortexture means we're rendering to the real fb
6445 // we may still have to do view tint...
6446 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6448 // apply a color tint to the whole view
6449 R_ResetViewRendering2D(0, NULL, NULL);
6450 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6451 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6452 R_SetupShader_Generic_NoTexture(false, true);
6453 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6454 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6456 break; // no screen processing, no bloom, skip it
6459 if (r_fb.bloomtexture[0])
6461 // make the bloom texture
6462 R_Bloom_MakeTexture();
6465 #if _MSC_VER >= 1400
6466 #define sscanf sscanf_s
6468 memset(uservecs, 0, sizeof(uservecs));
6469 if (r_glsl_postprocess_uservec1_enable.integer)
6470 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
6471 if (r_glsl_postprocess_uservec2_enable.integer)
6472 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
6473 if (r_glsl_postprocess_uservec3_enable.integer)
6474 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
6475 if (r_glsl_postprocess_uservec4_enable.integer)
6476 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
6478 R_ResetViewRendering2D(0, NULL, NULL); // here we render to the real framebuffer!
6479 GL_Color(1, 1, 1, 1);
6480 GL_BlendFunc(GL_ONE, GL_ZERO);
6482 switch(vid.renderpath)
6484 case RENDERPATH_GL20:
6485 case RENDERPATH_GLES2:
6486 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6487 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
6488 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_fb.colortexture);
6489 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_fb.bloomtexture[r_fb.bloomindex]);
6490 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps );
6491 if (r_glsl_permutation->loc_ViewTintColor >= 0) qglUniform4f(r_glsl_permutation->loc_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6492 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6493 if (r_glsl_permutation->loc_UserVec1 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6494 if (r_glsl_permutation->loc_UserVec2 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6495 if (r_glsl_permutation->loc_UserVec3 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6496 if (r_glsl_permutation->loc_UserVec4 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6497 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
6498 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6499 if (r_glsl_permutation->loc_BloomColorSubtract >= 0) qglUniform4f(r_glsl_permutation->loc_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6501 case RENDERPATH_D3D9:
6503 // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
6504 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6505 R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
6506 R_Mesh_TexBind(GL20TU_FIRST , r_fb.colortexture);
6507 R_Mesh_TexBind(GL20TU_SECOND , r_fb.bloomtexture[r_fb.bloomindex]);
6508 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6509 hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6510 hlslPSSetParameter2f(D3DPSREGISTER_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6511 hlslPSSetParameter4f(D3DPSREGISTER_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6512 hlslPSSetParameter4f(D3DPSREGISTER_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6513 hlslPSSetParameter4f(D3DPSREGISTER_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6514 hlslPSSetParameter4f(D3DPSREGISTER_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6515 hlslPSSetParameter1f(D3DPSREGISTER_Saturation , r_glsl_saturation.value);
6516 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6517 hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6520 case RENDERPATH_D3D10:
6521 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6523 case RENDERPATH_D3D11:
6524 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6526 case RENDERPATH_SOFT:
6527 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6528 R_SetupShader_SetPermutationSoft(SHADERMODE_POSTPROCESS, permutation);
6529 R_Mesh_TexBind(GL20TU_FIRST , r_fb.colortexture);
6530 R_Mesh_TexBind(GL20TU_SECOND , r_fb.bloomtexture[r_fb.bloomindex]);
6531 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6532 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6533 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6534 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6535 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6536 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6537 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6538 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Saturation , r_glsl_saturation.value);
6539 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6540 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6545 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6546 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
6548 case RENDERPATH_GL11:
6549 case RENDERPATH_GL13:
6550 case RENDERPATH_GLES1:
6551 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6553 // apply a color tint to the whole view
6554 R_ResetViewRendering2D(0, NULL, NULL);
6555 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6556 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6557 R_SetupShader_Generic_NoTexture(false, true);
6558 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6559 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6565 matrix4x4_t r_waterscrollmatrix;
6567 void R_UpdateFog(void)
6570 if (gamemode == GAME_NEHAHRA)
6572 if (gl_fogenable.integer)
6574 r_refdef.oldgl_fogenable = true;
6575 r_refdef.fog_density = gl_fogdensity.value;
6576 r_refdef.fog_red = gl_fogred.value;
6577 r_refdef.fog_green = gl_foggreen.value;
6578 r_refdef.fog_blue = gl_fogblue.value;
6579 r_refdef.fog_alpha = 1;
6580 r_refdef.fog_start = 0;
6581 r_refdef.fog_end = gl_skyclip.value;
6582 r_refdef.fog_height = 1<<30;
6583 r_refdef.fog_fadedepth = 128;
6585 else if (r_refdef.oldgl_fogenable)
6587 r_refdef.oldgl_fogenable = false;
6588 r_refdef.fog_density = 0;
6589 r_refdef.fog_red = 0;
6590 r_refdef.fog_green = 0;
6591 r_refdef.fog_blue = 0;
6592 r_refdef.fog_alpha = 0;
6593 r_refdef.fog_start = 0;
6594 r_refdef.fog_end = 0;
6595 r_refdef.fog_height = 1<<30;
6596 r_refdef.fog_fadedepth = 128;
6601 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
6602 r_refdef.fog_start = max(0, r_refdef.fog_start);
6603 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
6605 if (r_refdef.fog_density && r_drawfog.integer)
6607 r_refdef.fogenabled = true;
6608 // this is the point where the fog reaches 0.9986 alpha, which we
6609 // consider a good enough cutoff point for the texture
6610 // (0.9986 * 256 == 255.6)
6611 if (r_fog_exp2.integer)
6612 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
6614 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
6615 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
6616 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
6617 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
6618 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
6619 R_BuildFogHeightTexture();
6620 // fog color was already set
6621 // update the fog texture
6622 if (r_refdef.fogmasktable_start != r_refdef.fog_start || r_refdef.fogmasktable_alpha != r_refdef.fog_alpha || r_refdef.fogmasktable_density != r_refdef.fog_density || r_refdef.fogmasktable_range != r_refdef.fogrange)
6623 R_BuildFogTexture();
6624 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
6625 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
6628 r_refdef.fogenabled = false;
6631 if (r_refdef.fog_density)
6633 r_refdef.fogcolor[0] = r_refdef.fog_red;
6634 r_refdef.fogcolor[1] = r_refdef.fog_green;
6635 r_refdef.fogcolor[2] = r_refdef.fog_blue;
6637 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
6638 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
6639 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
6640 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
6644 VectorCopy(r_refdef.fogcolor, fogvec);
6645 // color.rgb *= ContrastBoost * SceneBrightness;
6646 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
6647 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
6648 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
6649 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
6654 void R_UpdateVariables(void)
6658 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
6660 r_refdef.farclip = r_farclip_base.value;
6661 if (r_refdef.scene.worldmodel)
6662 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
6663 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
6665 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
6666 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
6667 r_refdef.polygonfactor = 0;
6668 r_refdef.polygonoffset = 0;
6669 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6670 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6672 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
6673 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
6674 r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
6675 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
6676 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
6677 if (FAKELIGHT_ENABLED)
6679 r_refdef.lightmapintensity *= r_fakelight_intensity.value;
6681 if (r_showsurfaces.integer)
6683 r_refdef.scene.rtworld = false;
6684 r_refdef.scene.rtworldshadows = false;
6685 r_refdef.scene.rtdlight = false;
6686 r_refdef.scene.rtdlightshadows = false;
6687 r_refdef.lightmapintensity = 0;
6690 switch(vid.renderpath)
6692 case RENDERPATH_GL20:
6693 case RENDERPATH_D3D9:
6694 case RENDERPATH_D3D10:
6695 case RENDERPATH_D3D11:
6696 case RENDERPATH_SOFT:
6697 case RENDERPATH_GLES2:
6698 if(v_glslgamma.integer && !vid_gammatables_trivial)
6700 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
6702 // build GLSL gamma texture
6703 #define RAMPWIDTH 256
6704 unsigned short ramp[RAMPWIDTH * 3];
6705 unsigned char rampbgr[RAMPWIDTH][4];
6708 r_texture_gammaramps_serial = vid_gammatables_serial;
6710 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
6711 for(i = 0; i < RAMPWIDTH; ++i)
6713 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6714 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6715 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
6718 if (r_texture_gammaramps)
6720 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
6724 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
6730 // remove GLSL gamma texture
6733 case RENDERPATH_GL11:
6734 case RENDERPATH_GL13:
6735 case RENDERPATH_GLES1:
6740 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
6741 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
6747 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
6748 if( scenetype != r_currentscenetype ) {
6749 // store the old scenetype
6750 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
6751 r_currentscenetype = scenetype;
6752 // move in the new scene
6753 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
6762 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
6764 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
6765 if( scenetype == r_currentscenetype ) {
6766 return &r_refdef.scene;
6768 return &r_scenes_store[ scenetype ];
6772 static int R_SortEntities_Compare(const void *ap, const void *bp)
6774 const entity_render_t *a = *(const entity_render_t **)ap;
6775 const entity_render_t *b = *(const entity_render_t **)bp;
6778 if(a->model < b->model)
6780 if(a->model > b->model)
6784 // TODO possibly calculate the REAL skinnum here first using
6786 if(a->skinnum < b->skinnum)
6788 if(a->skinnum > b->skinnum)
6791 // everything we compared is equal
6794 static void R_SortEntities(void)
6796 // below or equal 2 ents, sorting never gains anything
6797 if(r_refdef.scene.numentities <= 2)
6800 qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
6808 int dpsoftrast_test;
6809 extern cvar_t r_shadow_bouncegrid;
6810 void R_RenderView(void)
6812 matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
6814 rtexture_t *depthtexture;
6815 rtexture_t *colortexture;
6817 dpsoftrast_test = r_test.integer;
6819 if (r_timereport_active)
6820 R_TimeReport("start");
6821 r_textureframe++; // used only by R_GetCurrentTexture
6822 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
6824 if(R_CompileShader_CheckStaticParms())
6827 if (!r_drawentities.integer)
6828 r_refdef.scene.numentities = 0;
6829 else if (r_sortentities.integer)
6832 R_AnimCache_ClearCache();
6833 R_FrameData_NewFrame();
6835 /* adjust for stereo display */
6836 if(R_Stereo_Active())
6838 Matrix4x4_CreateFromQuakeEntity(&offsetmatrix, 0, r_stereo_separation.value * (0.5f - r_stereo_side), 0, 0, r_stereo_angle.value * (0.5f - r_stereo_side), 0, 1);
6839 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
6842 if (r_refdef.view.isoverlay)
6844 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
6845 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
6846 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
6847 R_TimeReport("depthclear");
6849 r_refdef.view.showdebug = false;
6851 r_fb.water.enabled = false;
6852 r_fb.water.numwaterplanes = 0;
6854 R_RenderScene(0, NULL, NULL);
6856 r_refdef.view.matrix = originalmatrix;
6862 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
6864 r_refdef.view.matrix = originalmatrix;
6868 r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
6870 R_RenderView_UpdateViewVectors();
6872 R_Shadow_UpdateWorldLightSelection();
6874 R_Bloom_StartFrame();
6875 R_Water_StartFrame();
6877 // now we probably have an fbo to render into
6879 depthtexture = r_fb.depthtexture;
6880 colortexture = r_fb.colortexture;
6883 if (r_timereport_active)
6884 R_TimeReport("viewsetup");
6886 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
6888 if (r_refdef.view.clear || r_refdef.fogenabled || fbo)
6890 R_ClearScreen(r_refdef.fogenabled);
6891 if (r_timereport_active)
6892 R_TimeReport("viewclear");
6894 r_refdef.view.clear = true;
6896 r_refdef.view.showdebug = true;
6899 if (r_timereport_active)
6900 R_TimeReport("visibility");
6902 R_Shadow_UpdateBounceGridTexture();
6903 if (r_timereport_active && r_shadow_bouncegrid.integer)
6904 R_TimeReport("bouncegrid");
6906 r_fb.water.numwaterplanes = 0;
6907 if (r_fb.water.enabled)
6908 R_RenderWaterPlanes(fbo, depthtexture, colortexture);
6910 R_RenderScene(fbo, depthtexture, colortexture);
6911 r_fb.water.numwaterplanes = 0;
6913 R_BlendView(fbo, depthtexture, colortexture);
6914 if (r_timereport_active)
6915 R_TimeReport("blendview");
6917 GL_Scissor(0, 0, vid.width, vid.height);
6918 GL_ScissorTest(false);
6920 r_refdef.view.matrix = originalmatrix;
6925 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6927 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
6929 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
6930 if (r_timereport_active)
6931 R_TimeReport("waterworld");
6934 // don't let sound skip if going slow
6935 if (r_refdef.scene.extraupdate)
6938 R_DrawModelsAddWaterPlanes();
6939 if (r_timereport_active)
6940 R_TimeReport("watermodels");
6942 if (r_fb.water.numwaterplanes)
6944 R_Water_ProcessPlanes(fbo, depthtexture, colortexture);
6945 if (r_timereport_active)
6946 R_TimeReport("waterscenes");
6950 extern cvar_t cl_locs_show;
6951 static void R_DrawLocs(void);
6952 static void R_DrawEntityBBoxes(void);
6953 static void R_DrawModelDecals(void);
6954 extern cvar_t cl_decals_newsystem;
6955 extern qboolean r_shadow_usingdeferredprepass;
6956 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6958 qboolean shadowmapping = false;
6960 if (r_timereport_active)
6961 R_TimeReport("beginscene");
6963 r_refdef.stats.renders++;
6967 // don't let sound skip if going slow
6968 if (r_refdef.scene.extraupdate)
6971 R_MeshQueue_BeginScene();
6975 Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.scene.time) * 0.025 * r_waterscroll.value, sin(r_refdef.scene.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
6977 if (r_timereport_active)
6978 R_TimeReport("skystartframe");
6980 if (cl.csqc_vidvars.drawworld)
6982 // don't let sound skip if going slow
6983 if (r_refdef.scene.extraupdate)
6986 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
6988 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
6989 if (r_timereport_active)
6990 R_TimeReport("worldsky");
6993 if (R_DrawBrushModelsSky() && r_timereport_active)
6994 R_TimeReport("bmodelsky");
6996 if (skyrendermasked && skyrenderlater)
6998 // we have to force off the water clipping plane while rendering sky
6999 R_SetupView(false, fbo, depthtexture, colortexture);
7001 R_SetupView(true, fbo, depthtexture, colortexture);
7002 if (r_timereport_active)
7003 R_TimeReport("sky");
7007 R_Shadow_PrepareLights(fbo, depthtexture, colortexture);
7008 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
7009 R_Shadow_PrepareModelShadows();
7010 if (r_timereport_active)
7011 R_TimeReport("preparelights");
7013 if (R_Shadow_ShadowMappingEnabled())
7014 shadowmapping = true;
7016 if (r_shadow_usingdeferredprepass)
7017 R_Shadow_DrawPrepass();
7019 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
7021 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
7022 if (r_timereport_active)
7023 R_TimeReport("worlddepth");
7025 if (r_depthfirst.integer >= 2)
7027 R_DrawModelsDepth();
7028 if (r_timereport_active)
7029 R_TimeReport("modeldepth");
7032 if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
7034 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7035 R_DrawModelShadowMaps(fbo, depthtexture, colortexture);
7036 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7037 // don't let sound skip if going slow
7038 if (r_refdef.scene.extraupdate)
7042 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
7044 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
7045 if (r_timereport_active)
7046 R_TimeReport("world");
7049 // don't let sound skip if going slow
7050 if (r_refdef.scene.extraupdate)
7054 if (r_timereport_active)
7055 R_TimeReport("models");
7057 // don't let sound skip if going slow
7058 if (r_refdef.scene.extraupdate)
7061 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7063 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7064 R_DrawModelShadows(fbo, depthtexture, colortexture);
7065 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7066 // don't let sound skip if going slow
7067 if (r_refdef.scene.extraupdate)
7071 if (!r_shadow_usingdeferredprepass)
7073 R_Shadow_DrawLights();
7074 if (r_timereport_active)
7075 R_TimeReport("rtlights");
7078 // don't let sound skip if going slow
7079 if (r_refdef.scene.extraupdate)
7082 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7084 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7085 R_DrawModelShadows(fbo, depthtexture, colortexture);
7086 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7087 // don't let sound skip if going slow
7088 if (r_refdef.scene.extraupdate)
7092 if (cl.csqc_vidvars.drawworld)
7094 if (cl_decals_newsystem.integer)
7096 R_DrawModelDecals();
7097 if (r_timereport_active)
7098 R_TimeReport("modeldecals");
7103 if (r_timereport_active)
7104 R_TimeReport("decals");
7108 if (r_timereport_active)
7109 R_TimeReport("particles");
7112 if (r_timereport_active)
7113 R_TimeReport("explosions");
7115 R_DrawLightningBeams();
7116 if (r_timereport_active)
7117 R_TimeReport("lightning");
7121 VM_CL_AddPolygonsToMeshQueue(CLVM_prog);
7123 if (r_refdef.view.showdebug)
7125 if (cl_locs_show.integer)
7128 if (r_timereport_active)
7129 R_TimeReport("showlocs");
7132 if (r_drawportals.integer)
7135 if (r_timereport_active)
7136 R_TimeReport("portals");
7139 if (r_showbboxes.value > 0)
7141 R_DrawEntityBBoxes();
7142 if (r_timereport_active)
7143 R_TimeReport("bboxes");
7147 if (r_transparent.integer)
7149 R_MeshQueue_RenderTransparent();
7150 if (r_timereport_active)
7151 R_TimeReport("drawtrans");
7154 if (r_refdef.view.showdebug && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value != 0 || r_showcollisionbrushes.value > 0 || r_showoverdraw.value > 0))
7156 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
7157 if (r_timereport_active)
7158 R_TimeReport("worlddebug");
7159 R_DrawModelsDebug();
7160 if (r_timereport_active)
7161 R_TimeReport("modeldebug");
7164 if (cl.csqc_vidvars.drawworld)
7166 R_Shadow_DrawCoronas();
7167 if (r_timereport_active)
7168 R_TimeReport("coronas");
7173 GL_DepthTest(false);
7174 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7175 GL_Color(1, 1, 1, 1);
7176 qglBegin(GL_POLYGON);
7177 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
7178 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
7179 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
7180 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
7182 qglBegin(GL_POLYGON);
7183 qglVertex3f(r_refdef.view.frustumcorner[0][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[0][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[0][2] + 1000 * r_refdef.view.forward[2]);
7184 qglVertex3f(r_refdef.view.frustumcorner[1][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[1][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[1][2] + 1000 * r_refdef.view.forward[2]);
7185 qglVertex3f(r_refdef.view.frustumcorner[3][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[3][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[3][2] + 1000 * r_refdef.view.forward[2]);
7186 qglVertex3f(r_refdef.view.frustumcorner[2][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[2][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[2][2] + 1000 * r_refdef.view.forward[2]);
7188 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7192 // don't let sound skip if going slow
7193 if (r_refdef.scene.extraupdate)
7197 static const unsigned short bboxelements[36] =
7207 static void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
7210 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
7212 RSurf_ActiveWorldEntity();
7214 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7215 GL_DepthMask(false);
7216 GL_DepthRange(0, 1);
7217 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7218 // R_Mesh_ResetTextureState();
7220 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
7221 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
7222 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
7223 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
7224 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
7225 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
7226 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
7227 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
7228 R_FillColors(color4f, 8, cr, cg, cb, ca);
7229 if (r_refdef.fogenabled)
7231 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
7233 f1 = RSurf_FogVertex(v);
7235 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
7236 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
7237 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
7240 R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
7241 R_Mesh_ResetTextureState();
7242 R_SetupShader_Generic_NoTexture(false, false);
7243 R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
7246 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7248 prvm_prog_t *prog = SVVM_prog;
7251 prvm_edict_t *edict;
7253 // this function draws bounding boxes of server entities
7257 GL_CullFace(GL_NONE);
7258 R_SetupShader_Generic_NoTexture(false, false);
7260 for (i = 0;i < numsurfaces;i++)
7262 edict = PRVM_EDICT_NUM(surfacelist[i]);
7263 switch ((int)PRVM_serveredictfloat(edict, solid))
7265 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
7266 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
7267 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
7268 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
7269 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
7270 default: Vector4Set(color, 0, 0, 0, 0.50);break;
7272 color[3] *= r_showbboxes.value;
7273 color[3] = bound(0, color[3], 1);
7274 GL_DepthTest(!r_showdisabledepthtest.integer);
7275 GL_CullFace(r_refdef.view.cullface_front);
7276 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
7280 static void R_DrawEntityBBoxes(void)
7283 prvm_edict_t *edict;
7285 prvm_prog_t *prog = SVVM_prog;
7287 // this function draws bounding boxes of server entities
7291 for (i = 0;i < prog->num_edicts;i++)
7293 edict = PRVM_EDICT_NUM(i);
7294 if (edict->priv.server->free)
7296 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
7297 if(PRVM_serveredictedict(edict, tag_entity) != 0)
7299 if(PRVM_serveredictedict(edict, viewmodelforclient) != 0)
7301 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
7302 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
7306 static const int nomodelelement3i[24] =
7318 static const unsigned short nomodelelement3s[24] =
7330 static const float nomodelvertex3f[6*3] =
7340 static const float nomodelcolor4f[6*4] =
7342 0.0f, 0.0f, 0.5f, 1.0f,
7343 0.0f, 0.0f, 0.5f, 1.0f,
7344 0.0f, 0.5f, 0.0f, 1.0f,
7345 0.0f, 0.5f, 0.0f, 1.0f,
7346 0.5f, 0.0f, 0.0f, 1.0f,
7347 0.5f, 0.0f, 0.0f, 1.0f
7350 static void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7356 RSurf_ActiveCustomEntity(&ent->matrix, &ent->inversematrix, ent->flags, ent->shadertime, ent->colormod[0], ent->colormod[1], ent->colormod[2], ent->alpha, 6, nomodelvertex3f, NULL, NULL, NULL, NULL, nomodelcolor4f, 8, nomodelelement3i, nomodelelement3s, false, false);
7358 // this is only called once per entity so numsurfaces is always 1, and
7359 // surfacelist is always {0}, so this code does not handle batches
7361 if (rsurface.ent_flags & RENDER_ADDITIVE)
7363 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
7364 GL_DepthMask(false);
7366 else if (rsurface.colormod[3] < 1)
7368 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7369 GL_DepthMask(false);
7373 GL_BlendFunc(GL_ONE, GL_ZERO);
7376 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
7377 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
7378 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
7379 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
7380 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
7381 for (i = 0, c = color4f;i < 6;i++, c += 4)
7383 c[0] *= rsurface.colormod[0];
7384 c[1] *= rsurface.colormod[1];
7385 c[2] *= rsurface.colormod[2];
7386 c[3] *= rsurface.colormod[3];
7388 if (r_refdef.fogenabled)
7390 for (i = 0, c = color4f;i < 6;i++, c += 4)
7392 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
7394 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
7395 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
7396 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
7399 // R_Mesh_ResetTextureState();
7400 R_SetupShader_Generic_NoTexture(false, false);
7401 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
7402 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
7405 void R_DrawNoModel(entity_render_t *ent)
7408 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7409 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
7410 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
7412 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
7415 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
7417 vec3_t right1, right2, diff, normal;
7419 VectorSubtract (org2, org1, normal);
7421 // calculate 'right' vector for start
7422 VectorSubtract (r_refdef.view.origin, org1, diff);
7423 CrossProduct (normal, diff, right1);
7424 VectorNormalize (right1);
7426 // calculate 'right' vector for end
7427 VectorSubtract (r_refdef.view.origin, org2, diff);
7428 CrossProduct (normal, diff, right2);
7429 VectorNormalize (right2);
7431 vert[ 0] = org1[0] + width * right1[0];
7432 vert[ 1] = org1[1] + width * right1[1];
7433 vert[ 2] = org1[2] + width * right1[2];
7434 vert[ 3] = org1[0] - width * right1[0];
7435 vert[ 4] = org1[1] - width * right1[1];
7436 vert[ 5] = org1[2] - width * right1[2];
7437 vert[ 6] = org2[0] - width * right2[0];
7438 vert[ 7] = org2[1] - width * right2[1];
7439 vert[ 8] = org2[2] - width * right2[2];
7440 vert[ 9] = org2[0] + width * right2[0];
7441 vert[10] = org2[1] + width * right2[1];
7442 vert[11] = org2[2] + width * right2[2];
7445 void R_CalcSprite_Vertex3f(float *vertex3f, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2)
7447 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
7448 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
7449 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
7450 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
7451 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
7452 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
7453 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
7454 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
7455 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
7456 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
7457 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
7458 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
7461 static int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
7466 VectorSet(v, x, y, z);
7467 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
7468 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
7470 if (i == mesh->numvertices)
7472 if (mesh->numvertices < mesh->maxvertices)
7474 VectorCopy(v, vertex3f);
7475 mesh->numvertices++;
7477 return mesh->numvertices;
7483 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
7487 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7488 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7489 e = mesh->element3i + mesh->numtriangles * 3;
7490 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
7492 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
7493 if (mesh->numtriangles < mesh->maxtriangles)
7498 mesh->numtriangles++;
7500 element[1] = element[2];
7504 static void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
7508 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7509 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7510 e = mesh->element3i + mesh->numtriangles * 3;
7511 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
7513 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
7514 if (mesh->numtriangles < mesh->maxtriangles)
7519 mesh->numtriangles++;
7521 element[1] = element[2];
7525 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
7526 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
7528 int planenum, planenum2;
7531 mplane_t *plane, *plane2;
7533 double temppoints[2][256*3];
7534 // figure out how large a bounding box we need to properly compute this brush
7536 for (w = 0;w < numplanes;w++)
7537 maxdist = max(maxdist, fabs(planes[w].dist));
7538 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
7539 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
7540 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
7544 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
7545 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
7547 if (planenum2 == planenum)
7549 PolygonD_Divide(tempnumpoints, temppoints[w], plane2->normal[0], plane2->normal[1], plane2->normal[2], plane2->dist, R_MESH_PLANE_DIST_EPSILON, 0, NULL, NULL, 256, temppoints[!w], &tempnumpoints, NULL);
7552 if (tempnumpoints < 3)
7554 // generate elements forming a triangle fan for this polygon
7555 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
7559 static void R_Texture_AddLayer(texture_t *t, qboolean depthmask, int blendfunc1, int blendfunc2, texturelayertype_t type, rtexture_t *texture, const matrix4x4_t *matrix, float r, float g, float b, float a)
7561 texturelayer_t *layer;
7562 layer = t->currentlayers + t->currentnumlayers++;
7564 layer->depthmask = depthmask;
7565 layer->blendfunc1 = blendfunc1;
7566 layer->blendfunc2 = blendfunc2;
7567 layer->texture = texture;
7568 layer->texmatrix = *matrix;
7569 layer->color[0] = r;
7570 layer->color[1] = g;
7571 layer->color[2] = b;
7572 layer->color[3] = a;
7575 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
7577 if(parms[0] == 0 && parms[1] == 0)
7579 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7580 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
7585 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
7588 index = parms[2] + rsurface.shadertime * parms[3];
7589 index -= floor(index);
7590 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
7593 case Q3WAVEFUNC_NONE:
7594 case Q3WAVEFUNC_NOISE:
7595 case Q3WAVEFUNC_COUNT:
7598 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
7599 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
7600 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
7601 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
7602 case Q3WAVEFUNC_TRIANGLE:
7604 f = index - floor(index);
7617 f = parms[0] + parms[1] * f;
7618 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7619 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
7623 static void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
7629 matrix4x4_t matrix, temp;
7630 switch(tcmod->tcmod)
7634 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7635 matrix = r_waterscrollmatrix;
7637 matrix = identitymatrix;
7639 case Q3TCMOD_ENTITYTRANSLATE:
7640 // this is used in Q3 to allow the gamecode to control texcoord
7641 // scrolling on the entity, which is not supported in darkplaces yet.
7642 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
7644 case Q3TCMOD_ROTATE:
7645 f = tcmod->parms[0] * rsurface.shadertime;
7646 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
7647 Matrix4x4_ConcatRotate(&matrix, (f / 360 - floor(f / 360)) * 360, 0, 0, 1);
7648 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
7651 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
7653 case Q3TCMOD_SCROLL:
7654 // extra care is needed because of precision breakdown with large values of time
7655 offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
7656 offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
7657 Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
7659 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
7660 w = (int) tcmod->parms[0];
7661 h = (int) tcmod->parms[1];
7662 f = rsurface.shadertime / (tcmod->parms[2] * w * h);
7664 idx = (int) floor(f * w * h);
7665 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
7667 case Q3TCMOD_STRETCH:
7668 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
7669 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
7671 case Q3TCMOD_TRANSFORM:
7672 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
7673 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
7674 VectorSet(tcmat + 6, 0 , 0 , 1);
7675 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
7676 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
7678 case Q3TCMOD_TURBULENT:
7679 // this is handled in the RSurf_PrepareVertices function
7680 matrix = identitymatrix;
7684 Matrix4x4_Concat(texmatrix, &matrix, &temp);
7687 static void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
7689 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
7690 char name[MAX_QPATH];
7691 skinframe_t *skinframe;
7692 unsigned char pixels[296*194];
7693 strlcpy(cache->name, skinname, sizeof(cache->name));
7694 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
7695 if (developer_loading.integer)
7696 Con_Printf("loading %s\n", name);
7697 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
7698 if (!skinframe || !skinframe->base)
7701 fs_offset_t filesize;
7703 f = FS_LoadFile(name, tempmempool, true, &filesize);
7706 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
7707 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
7711 cache->skinframe = skinframe;
7714 texture_t *R_GetCurrentTexture(texture_t *t)
7717 const entity_render_t *ent = rsurface.entity;
7718 dp_model_t *model = ent->model;
7719 q3shaderinfo_layer_tcmod_t *tcmod;
7721 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
7722 return t->currentframe;
7723 t->update_lastrenderframe = r_textureframe;
7724 t->update_lastrenderentity = (void *)ent;
7726 if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
7727 t->camera_entity = ent->entitynumber;
7729 t->camera_entity = 0;
7731 // switch to an alternate material if this is a q1bsp animated material
7733 texture_t *texture = t;
7734 int s = rsurface.ent_skinnum;
7735 if ((unsigned int)s >= (unsigned int)model->numskins)
7737 if (model->skinscenes)
7739 if (model->skinscenes[s].framecount > 1)
7740 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
7742 s = model->skinscenes[s].firstframe;
7745 t = t + s * model->num_surfaces;
7748 // use an alternate animation if the entity's frame is not 0,
7749 // and only if the texture has an alternate animation
7750 if (rsurface.ent_alttextures && t->anim_total[1])
7751 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
7753 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
7755 texture->currentframe = t;
7758 // update currentskinframe to be a qw skin or animation frame
7759 if (rsurface.ent_qwskin >= 0)
7761 i = rsurface.ent_qwskin;
7762 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
7764 r_qwskincache_size = cl.maxclients;
7766 Mem_Free(r_qwskincache);
7767 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
7769 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
7770 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
7771 t->currentskinframe = r_qwskincache[i].skinframe;
7772 if (t->currentskinframe == NULL)
7773 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7775 else if (t->numskinframes >= 2)
7776 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7777 if (t->backgroundnumskinframes >= 2)
7778 t->backgroundcurrentskinframe = t->backgroundskinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundskinframerate, t->backgroundnumskinframes)];
7780 t->currentmaterialflags = t->basematerialflags;
7781 t->currentalpha = rsurface.colormod[3];
7782 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer || r_trippy.integer))
7783 t->currentalpha *= r_wateralpha.value;
7784 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
7785 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
7786 if(!r_fb.water.enabled || r_refdef.view.isoverlay)
7787 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
7788 if (!(rsurface.ent_flags & RENDER_LIGHT))
7789 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
7790 else if (FAKELIGHT_ENABLED)
7792 // no modellight if using fakelight for the map
7794 else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
7796 // pick a model lighting mode
7797 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
7798 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
7800 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
7802 if (rsurface.ent_flags & RENDER_ADDITIVE)
7803 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7804 else if (t->currentalpha < 1)
7805 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7806 // LordHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
7807 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7808 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
7809 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
7810 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
7811 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
7812 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
7813 if (t->backgroundnumskinframes)
7814 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
7815 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
7817 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
7818 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
7821 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
7822 if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
7824 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
7825 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
7827 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
7828 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
7830 // there is no tcmod
7831 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7833 t->currenttexmatrix = r_waterscrollmatrix;
7834 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
7836 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
7838 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
7839 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
7842 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
7843 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
7844 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
7845 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
7847 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
7848 if (t->currentskinframe->qpixels)
7849 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
7850 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
7851 if (!t->basetexture)
7852 t->basetexture = r_texture_notexture;
7853 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
7854 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
7855 t->nmaptexture = t->currentskinframe->nmap;
7856 if (!t->nmaptexture)
7857 t->nmaptexture = r_texture_blanknormalmap;
7858 t->glosstexture = r_texture_black;
7859 t->glowtexture = t->currentskinframe->glow;
7860 t->fogtexture = t->currentskinframe->fog;
7861 t->reflectmasktexture = t->currentskinframe->reflect;
7862 if (t->backgroundnumskinframes)
7864 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
7865 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
7866 t->backgroundglosstexture = r_texture_black;
7867 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
7868 if (!t->backgroundnmaptexture)
7869 t->backgroundnmaptexture = r_texture_blanknormalmap;
7873 t->backgroundbasetexture = r_texture_white;
7874 t->backgroundnmaptexture = r_texture_blanknormalmap;
7875 t->backgroundglosstexture = r_texture_black;
7876 t->backgroundglowtexture = NULL;
7878 t->specularpower = r_shadow_glossexponent.value;
7879 // TODO: store reference values for these in the texture?
7880 t->specularscale = 0;
7881 if (r_shadow_gloss.integer > 0)
7883 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
7885 if (r_shadow_glossintensity.value > 0)
7887 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
7888 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
7889 t->specularscale = r_shadow_glossintensity.value;
7892 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
7894 t->glosstexture = r_texture_white;
7895 t->backgroundglosstexture = r_texture_white;
7896 t->specularscale = r_shadow_gloss2intensity.value;
7897 t->specularpower = r_shadow_gloss2exponent.value;
7900 t->specularscale *= t->specularscalemod;
7901 t->specularpower *= t->specularpowermod;
7902 t->rtlightambient = 0;
7904 // lightmaps mode looks bad with dlights using actual texturing, so turn
7905 // off the colormap and glossmap, but leave the normalmap on as it still
7906 // accurately represents the shading involved
7907 if (gl_lightmaps.integer)
7909 t->basetexture = r_texture_grey128;
7910 t->pantstexture = r_texture_black;
7911 t->shirttexture = r_texture_black;
7912 t->nmaptexture = r_texture_blanknormalmap;
7913 t->glosstexture = r_texture_black;
7914 t->glowtexture = NULL;
7915 t->fogtexture = NULL;
7916 t->reflectmasktexture = NULL;
7917 t->backgroundbasetexture = NULL;
7918 t->backgroundnmaptexture = r_texture_blanknormalmap;
7919 t->backgroundglosstexture = r_texture_black;
7920 t->backgroundglowtexture = NULL;
7921 t->specularscale = 0;
7922 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
7925 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
7926 VectorClear(t->dlightcolor);
7927 t->currentnumlayers = 0;
7928 if (t->currentmaterialflags & MATERIALFLAG_WALL)
7930 int blendfunc1, blendfunc2;
7932 if (t->currentmaterialflags & MATERIALFLAG_ADD)
7934 blendfunc1 = GL_SRC_ALPHA;
7935 blendfunc2 = GL_ONE;
7937 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
7939 blendfunc1 = GL_SRC_ALPHA;
7940 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
7942 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7944 blendfunc1 = t->customblendfunc[0];
7945 blendfunc2 = t->customblendfunc[1];
7949 blendfunc1 = GL_ONE;
7950 blendfunc2 = GL_ZERO;
7952 // don't colormod evilblend textures
7953 if(!R_BlendFuncFlags(blendfunc1, blendfunc2) & BLENDFUNC_ALLOWS_COLORMOD)
7954 VectorSet(t->lightmapcolor, 1, 1, 1);
7955 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
7956 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
7958 // fullbright is not affected by r_refdef.lightmapintensity
7959 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
7960 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
7961 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
7962 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
7963 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
7967 vec3_t ambientcolor;
7969 // set the color tint used for lights affecting this surface
7970 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
7972 // q3bsp has no lightmap updates, so the lightstylevalue that
7973 // would normally be baked into the lightmap must be
7974 // applied to the color
7975 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
7976 if (model->type == mod_brushq3)
7977 colorscale *= r_refdef.scene.rtlightstylevalue[0];
7978 colorscale *= r_refdef.lightmapintensity;
7979 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
7980 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
7981 // basic lit geometry
7982 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
7983 // add pants/shirt if needed
7984 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
7985 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
7986 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
7987 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
7988 // now add ambient passes if needed
7989 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
7991 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, ambientcolor[0], ambientcolor[1], ambientcolor[2], t->lightmapcolor[3]);
7992 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
7993 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * ambientcolor[0], rsurface.colormap_pantscolor[1] * ambientcolor[1], rsurface.colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
7994 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
7995 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * ambientcolor[0], rsurface.colormap_shirtcolor[1] * ambientcolor[1], rsurface.colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
7998 if (t->glowtexture != NULL && !gl_lightmaps.integer)
7999 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->glowtexture, &t->currenttexmatrix, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2], t->lightmapcolor[3]);
8000 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
8002 // if this is opaque use alpha blend which will darken the earlier
8005 // if this is an alpha blended material, all the earlier passes
8006 // were darkened by fog already, so we only need to add the fog
8007 // color ontop through the fog mask texture
8009 // if this is an additive blended material, all the earlier passes
8010 // were darkened by fog already, and we should not add fog color
8011 // (because the background was not darkened, there is no fog color
8012 // that was lost behind it).
8013 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->fogtexture, &t->currenttexmatrix, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], t->lightmapcolor[3]);
8017 return t->currentframe;
8020 rsurfacestate_t rsurface;
8022 void RSurf_ActiveWorldEntity(void)
8024 dp_model_t *model = r_refdef.scene.worldmodel;
8025 //if (rsurface.entity == r_refdef.scene.worldentity)
8027 rsurface.entity = r_refdef.scene.worldentity;
8028 rsurface.skeleton = NULL;
8029 memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
8030 rsurface.ent_skinnum = 0;
8031 rsurface.ent_qwskin = -1;
8032 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
8033 rsurface.shadertime = r_refdef.scene.time;
8034 rsurface.matrix = identitymatrix;
8035 rsurface.inversematrix = identitymatrix;
8036 rsurface.matrixscale = 1;
8037 rsurface.inversematrixscale = 1;
8038 R_EntityMatrix(&identitymatrix);
8039 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
8040 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
8041 rsurface.fograngerecip = r_refdef.fograngerecip;
8042 rsurface.fogheightfade = r_refdef.fogheightfade;
8043 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
8044 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8045 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8046 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8047 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8048 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8049 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8050 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
8051 rsurface.colormod[3] = 1;
8052 VectorSet(rsurface.glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value);
8053 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8054 rsurface.frameblend[0].lerp = 1;
8055 rsurface.ent_alttextures = false;
8056 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8057 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8058 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8059 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8060 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8061 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8062 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8063 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8064 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8065 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8066 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8067 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8068 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8069 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8070 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8071 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8072 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8073 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8074 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8075 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8076 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8077 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8078 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8079 rsurface.modelelement3i = model->surfmesh.data_element3i;
8080 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8081 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8082 rsurface.modelelement3s = model->surfmesh.data_element3s;
8083 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8084 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8085 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8086 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8087 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8088 rsurface.modelsurfaces = model->data_surfaces;
8089 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8090 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8091 rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8092 rsurface.modelgeneratedvertex = false;
8093 rsurface.batchgeneratedvertex = false;
8094 rsurface.batchfirstvertex = 0;
8095 rsurface.batchnumvertices = 0;
8096 rsurface.batchfirsttriangle = 0;
8097 rsurface.batchnumtriangles = 0;
8098 rsurface.batchvertex3f = NULL;
8099 rsurface.batchvertex3f_vertexbuffer = NULL;
8100 rsurface.batchvertex3f_bufferoffset = 0;
8101 rsurface.batchsvector3f = NULL;
8102 rsurface.batchsvector3f_vertexbuffer = NULL;
8103 rsurface.batchsvector3f_bufferoffset = 0;
8104 rsurface.batchtvector3f = NULL;
8105 rsurface.batchtvector3f_vertexbuffer = NULL;
8106 rsurface.batchtvector3f_bufferoffset = 0;
8107 rsurface.batchnormal3f = NULL;
8108 rsurface.batchnormal3f_vertexbuffer = NULL;
8109 rsurface.batchnormal3f_bufferoffset = 0;
8110 rsurface.batchlightmapcolor4f = NULL;
8111 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8112 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8113 rsurface.batchtexcoordtexture2f = NULL;
8114 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8115 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8116 rsurface.batchtexcoordlightmap2f = NULL;
8117 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8118 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8119 rsurface.batchvertexmesh = NULL;
8120 rsurface.batchvertexmeshbuffer = NULL;
8121 rsurface.batchvertex3fbuffer = NULL;
8122 rsurface.batchelement3i = NULL;
8123 rsurface.batchelement3i_indexbuffer = NULL;
8124 rsurface.batchelement3i_bufferoffset = 0;
8125 rsurface.batchelement3s = NULL;
8126 rsurface.batchelement3s_indexbuffer = NULL;
8127 rsurface.batchelement3s_bufferoffset = 0;
8128 rsurface.passcolor4f = NULL;
8129 rsurface.passcolor4f_vertexbuffer = NULL;
8130 rsurface.passcolor4f_bufferoffset = 0;
8133 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
8135 dp_model_t *model = ent->model;
8136 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
8138 rsurface.entity = (entity_render_t *)ent;
8139 rsurface.skeleton = ent->skeleton;
8140 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
8141 rsurface.ent_skinnum = ent->skinnum;
8142 rsurface.ent_qwskin = (ent->entitynumber <= cl.maxclients && ent->entitynumber >= 1 && cls.protocol == PROTOCOL_QUAKEWORLD && cl.scores[ent->entitynumber - 1].qw_skin[0] && !strcmp(ent->model->name, "progs/player.mdl")) ? (ent->entitynumber - 1) : -1;
8143 rsurface.ent_flags = ent->flags;
8144 rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
8145 rsurface.matrix = ent->matrix;
8146 rsurface.inversematrix = ent->inversematrix;
8147 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8148 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8149 R_EntityMatrix(&rsurface.matrix);
8150 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8151 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8152 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8153 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8154 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8155 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8156 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
8157 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
8158 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
8159 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
8160 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
8161 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
8162 rsurface.colormod[3] = ent->alpha;
8163 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
8164 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
8165 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
8166 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8167 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8168 if (ent->model->brush.submodel && !prepass)
8170 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
8171 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
8173 if (model->surfmesh.isanimated && model->AnimateVertices)
8175 if (ent->animcache_vertex3f)
8177 rsurface.modelvertex3f = ent->animcache_vertex3f;
8178 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
8179 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
8180 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
8181 rsurface.modelvertexmesh = ent->animcache_vertexmesh;
8182 rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
8183 rsurface.modelvertex3fbuffer = ent->animcache_vertex3fbuffer;
8185 else if (wanttangents)
8187 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8188 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8189 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8190 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8191 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
8192 rsurface.modelvertexmesh = NULL;
8193 rsurface.modelvertexmeshbuffer = NULL;
8194 rsurface.modelvertex3fbuffer = NULL;
8196 else if (wantnormals)
8198 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8199 rsurface.modelsvector3f = NULL;
8200 rsurface.modeltvector3f = NULL;
8201 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8202 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
8203 rsurface.modelvertexmesh = NULL;
8204 rsurface.modelvertexmeshbuffer = NULL;
8205 rsurface.modelvertex3fbuffer = NULL;
8209 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8210 rsurface.modelsvector3f = NULL;
8211 rsurface.modeltvector3f = NULL;
8212 rsurface.modelnormal3f = NULL;
8213 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
8214 rsurface.modelvertexmesh = NULL;
8215 rsurface.modelvertexmeshbuffer = NULL;
8216 rsurface.modelvertex3fbuffer = NULL;
8218 rsurface.modelvertex3f_vertexbuffer = 0;
8219 rsurface.modelvertex3f_bufferoffset = 0;
8220 rsurface.modelsvector3f_vertexbuffer = 0;
8221 rsurface.modelsvector3f_bufferoffset = 0;
8222 rsurface.modeltvector3f_vertexbuffer = 0;
8223 rsurface.modeltvector3f_bufferoffset = 0;
8224 rsurface.modelnormal3f_vertexbuffer = 0;
8225 rsurface.modelnormal3f_bufferoffset = 0;
8226 rsurface.modelgeneratedvertex = true;
8230 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8231 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8232 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8233 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8234 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8235 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8236 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8237 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8238 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8239 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8240 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8241 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8242 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8243 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8244 rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8245 rsurface.modelgeneratedvertex = false;
8247 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8248 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8249 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8250 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8251 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8252 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8253 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8254 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8255 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8256 rsurface.modelelement3i = model->surfmesh.data_element3i;
8257 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8258 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8259 rsurface.modelelement3s = model->surfmesh.data_element3s;
8260 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8261 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8262 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8263 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8264 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8265 rsurface.modelsurfaces = model->data_surfaces;
8266 rsurface.batchgeneratedvertex = false;
8267 rsurface.batchfirstvertex = 0;
8268 rsurface.batchnumvertices = 0;
8269 rsurface.batchfirsttriangle = 0;
8270 rsurface.batchnumtriangles = 0;
8271 rsurface.batchvertex3f = NULL;
8272 rsurface.batchvertex3f_vertexbuffer = NULL;
8273 rsurface.batchvertex3f_bufferoffset = 0;
8274 rsurface.batchsvector3f = NULL;
8275 rsurface.batchsvector3f_vertexbuffer = NULL;
8276 rsurface.batchsvector3f_bufferoffset = 0;
8277 rsurface.batchtvector3f = NULL;
8278 rsurface.batchtvector3f_vertexbuffer = NULL;
8279 rsurface.batchtvector3f_bufferoffset = 0;
8280 rsurface.batchnormal3f = NULL;
8281 rsurface.batchnormal3f_vertexbuffer = NULL;
8282 rsurface.batchnormal3f_bufferoffset = 0;
8283 rsurface.batchlightmapcolor4f = NULL;
8284 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8285 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8286 rsurface.batchtexcoordtexture2f = NULL;
8287 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8288 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8289 rsurface.batchtexcoordlightmap2f = NULL;
8290 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8291 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8292 rsurface.batchvertexmesh = NULL;
8293 rsurface.batchvertexmeshbuffer = NULL;
8294 rsurface.batchvertex3fbuffer = NULL;
8295 rsurface.batchelement3i = NULL;
8296 rsurface.batchelement3i_indexbuffer = NULL;
8297 rsurface.batchelement3i_bufferoffset = 0;
8298 rsurface.batchelement3s = NULL;
8299 rsurface.batchelement3s_indexbuffer = NULL;
8300 rsurface.batchelement3s_bufferoffset = 0;
8301 rsurface.passcolor4f = NULL;
8302 rsurface.passcolor4f_vertexbuffer = NULL;
8303 rsurface.passcolor4f_bufferoffset = 0;
8306 void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inversematrix, int entflags, double shadertime, float r, float g, float b, float a, int numvertices, const float *vertex3f, const float *texcoord2f, const float *normal3f, const float *svector3f, const float *tvector3f, const float *color4f, int numtriangles, const int *element3i, const unsigned short *element3s, qboolean wantnormals, qboolean wanttangents)
8308 rsurface.entity = r_refdef.scene.worldentity;
8309 rsurface.skeleton = NULL;
8310 rsurface.ent_skinnum = 0;
8311 rsurface.ent_qwskin = -1;
8312 rsurface.ent_flags = entflags;
8313 rsurface.shadertime = r_refdef.scene.time - shadertime;
8314 rsurface.modelnumvertices = numvertices;
8315 rsurface.modelnumtriangles = numtriangles;
8316 rsurface.matrix = *matrix;
8317 rsurface.inversematrix = *inversematrix;
8318 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8319 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8320 R_EntityMatrix(&rsurface.matrix);
8321 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8322 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8323 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8324 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8325 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8326 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8327 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8328 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8329 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8330 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8331 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8332 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
8333 VectorSet(rsurface.glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value);
8334 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8335 rsurface.frameblend[0].lerp = 1;
8336 rsurface.ent_alttextures = false;
8337 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8338 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8341 rsurface.modelvertex3f = (float *)vertex3f;
8342 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8343 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8344 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8346 else if (wantnormals)
8348 rsurface.modelvertex3f = (float *)vertex3f;
8349 rsurface.modelsvector3f = NULL;
8350 rsurface.modeltvector3f = NULL;
8351 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8355 rsurface.modelvertex3f = (float *)vertex3f;
8356 rsurface.modelsvector3f = NULL;
8357 rsurface.modeltvector3f = NULL;
8358 rsurface.modelnormal3f = NULL;
8360 rsurface.modelvertexmesh = NULL;
8361 rsurface.modelvertexmeshbuffer = NULL;
8362 rsurface.modelvertex3fbuffer = NULL;
8363 rsurface.modelvertex3f_vertexbuffer = 0;
8364 rsurface.modelvertex3f_bufferoffset = 0;
8365 rsurface.modelsvector3f_vertexbuffer = 0;
8366 rsurface.modelsvector3f_bufferoffset = 0;
8367 rsurface.modeltvector3f_vertexbuffer = 0;
8368 rsurface.modeltvector3f_bufferoffset = 0;
8369 rsurface.modelnormal3f_vertexbuffer = 0;
8370 rsurface.modelnormal3f_bufferoffset = 0;
8371 rsurface.modelgeneratedvertex = true;
8372 rsurface.modellightmapcolor4f = (float *)color4f;
8373 rsurface.modellightmapcolor4f_vertexbuffer = 0;
8374 rsurface.modellightmapcolor4f_bufferoffset = 0;
8375 rsurface.modeltexcoordtexture2f = (float *)texcoord2f;
8376 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
8377 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
8378 rsurface.modeltexcoordlightmap2f = NULL;
8379 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
8380 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
8381 rsurface.modelelement3i = (int *)element3i;
8382 rsurface.modelelement3i_indexbuffer = NULL;
8383 rsurface.modelelement3i_bufferoffset = 0;
8384 rsurface.modelelement3s = (unsigned short *)element3s;
8385 rsurface.modelelement3s_indexbuffer = NULL;
8386 rsurface.modelelement3s_bufferoffset = 0;
8387 rsurface.modellightmapoffsets = NULL;
8388 rsurface.modelsurfaces = NULL;
8389 rsurface.batchgeneratedvertex = false;
8390 rsurface.batchfirstvertex = 0;
8391 rsurface.batchnumvertices = 0;
8392 rsurface.batchfirsttriangle = 0;
8393 rsurface.batchnumtriangles = 0;
8394 rsurface.batchvertex3f = NULL;
8395 rsurface.batchvertex3f_vertexbuffer = NULL;
8396 rsurface.batchvertex3f_bufferoffset = 0;
8397 rsurface.batchsvector3f = NULL;
8398 rsurface.batchsvector3f_vertexbuffer = NULL;
8399 rsurface.batchsvector3f_bufferoffset = 0;
8400 rsurface.batchtvector3f = NULL;
8401 rsurface.batchtvector3f_vertexbuffer = NULL;
8402 rsurface.batchtvector3f_bufferoffset = 0;
8403 rsurface.batchnormal3f = NULL;
8404 rsurface.batchnormal3f_vertexbuffer = NULL;
8405 rsurface.batchnormal3f_bufferoffset = 0;
8406 rsurface.batchlightmapcolor4f = NULL;
8407 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8408 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8409 rsurface.batchtexcoordtexture2f = NULL;
8410 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8411 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8412 rsurface.batchtexcoordlightmap2f = NULL;
8413 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8414 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8415 rsurface.batchvertexmesh = NULL;
8416 rsurface.batchvertexmeshbuffer = NULL;
8417 rsurface.batchvertex3fbuffer = NULL;
8418 rsurface.batchelement3i = NULL;
8419 rsurface.batchelement3i_indexbuffer = NULL;
8420 rsurface.batchelement3i_bufferoffset = 0;
8421 rsurface.batchelement3s = NULL;
8422 rsurface.batchelement3s_indexbuffer = NULL;
8423 rsurface.batchelement3s_bufferoffset = 0;
8424 rsurface.passcolor4f = NULL;
8425 rsurface.passcolor4f_vertexbuffer = NULL;
8426 rsurface.passcolor4f_bufferoffset = 0;
8428 if (rsurface.modelnumvertices && rsurface.modelelement3i)
8430 if ((wantnormals || wanttangents) && !normal3f)
8432 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8433 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
8435 if (wanttangents && !svector3f)
8437 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8438 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8439 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
8444 float RSurf_FogPoint(const float *v)
8446 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8447 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
8448 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
8449 float FogHeightFade = r_refdef.fogheightfade;
8451 unsigned int fogmasktableindex;
8452 if (r_refdef.fogplaneviewabove)
8453 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8455 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8456 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
8457 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8460 float RSurf_FogVertex(const float *v)
8462 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8463 float FogPlaneViewDist = rsurface.fogplaneviewdist;
8464 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
8465 float FogHeightFade = rsurface.fogheightfade;
8467 unsigned int fogmasktableindex;
8468 if (r_refdef.fogplaneviewabove)
8469 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8471 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8472 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
8473 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8476 static void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
8479 for (i = 0;i < numelements;i++)
8480 outelement3i[i] = inelement3i[i] + adjust;
8483 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
8484 extern cvar_t gl_vbo;
8485 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
8493 int surfacefirsttriangle;
8494 int surfacenumtriangles;
8495 int surfacefirstvertex;
8496 int surfaceendvertex;
8497 int surfacenumvertices;
8498 int batchnumvertices;
8499 int batchnumtriangles;
8503 qboolean dynamicvertex;
8507 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
8509 q3shaderinfo_deform_t *deform;
8510 const msurface_t *surface, *firstsurface;
8511 r_vertexmesh_t *vertexmesh;
8512 if (!texturenumsurfaces)
8514 // find vertex range of this surface batch
8516 firstsurface = texturesurfacelist[0];
8517 firsttriangle = firstsurface->num_firsttriangle;
8518 batchnumvertices = 0;
8519 batchnumtriangles = 0;
8520 firstvertex = endvertex = firstsurface->num_firstvertex;
8521 for (i = 0;i < texturenumsurfaces;i++)
8523 surface = texturesurfacelist[i];
8524 if (surface != firstsurface + i)
8526 surfacefirstvertex = surface->num_firstvertex;
8527 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
8528 surfacenumvertices = surface->num_vertices;
8529 surfacenumtriangles = surface->num_triangles;
8530 if (firstvertex > surfacefirstvertex)
8531 firstvertex = surfacefirstvertex;
8532 if (endvertex < surfaceendvertex)
8533 endvertex = surfaceendvertex;
8534 batchnumvertices += surfacenumvertices;
8535 batchnumtriangles += surfacenumtriangles;
8538 // we now know the vertex range used, and if there are any gaps in it
8539 rsurface.batchfirstvertex = firstvertex;
8540 rsurface.batchnumvertices = endvertex - firstvertex;
8541 rsurface.batchfirsttriangle = firsttriangle;
8542 rsurface.batchnumtriangles = batchnumtriangles;
8544 // this variable holds flags for which properties have been updated that
8545 // may require regenerating vertexmesh array...
8548 // check if any dynamic vertex processing must occur
8549 dynamicvertex = false;
8551 // if there is a chance of animated vertex colors, it's a dynamic batch
8552 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8554 dynamicvertex = true;
8555 batchneed |= BATCHNEED_NOGAPS;
8556 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR;
8559 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8561 switch (deform->deform)
8564 case Q3DEFORM_PROJECTIONSHADOW:
8565 case Q3DEFORM_TEXT0:
8566 case Q3DEFORM_TEXT1:
8567 case Q3DEFORM_TEXT2:
8568 case Q3DEFORM_TEXT3:
8569 case Q3DEFORM_TEXT4:
8570 case Q3DEFORM_TEXT5:
8571 case Q3DEFORM_TEXT6:
8572 case Q3DEFORM_TEXT7:
8575 case Q3DEFORM_AUTOSPRITE:
8576 dynamicvertex = true;
8577 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8578 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8580 case Q3DEFORM_AUTOSPRITE2:
8581 dynamicvertex = true;
8582 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8583 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8585 case Q3DEFORM_NORMAL:
8586 dynamicvertex = true;
8587 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8588 needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8591 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8592 break; // if wavefunc is a nop, ignore this transform
8593 dynamicvertex = true;
8594 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8595 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8597 case Q3DEFORM_BULGE:
8598 dynamicvertex = true;
8599 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8600 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8603 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8604 break; // if wavefunc is a nop, ignore this transform
8605 dynamicvertex = true;
8606 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
8607 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX;
8611 switch(rsurface.texture->tcgen.tcgen)
8614 case Q3TCGEN_TEXTURE:
8616 case Q3TCGEN_LIGHTMAP:
8617 dynamicvertex = true;
8618 batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
8619 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
8621 case Q3TCGEN_VECTOR:
8622 dynamicvertex = true;
8623 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
8624 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8626 case Q3TCGEN_ENVIRONMENT:
8627 dynamicvertex = true;
8628 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
8629 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8632 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
8634 dynamicvertex = true;
8635 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8636 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8639 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8641 dynamicvertex = true;
8642 batchneed |= BATCHNEED_NOGAPS;
8643 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
8646 if (dynamicvertex || gaps || rsurface.batchfirstvertex)
8648 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
8649 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) batchneed |= BATCHNEED_ARRAY_VERTEX;
8650 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL) batchneed |= BATCHNEED_ARRAY_NORMAL;
8651 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR) batchneed |= BATCHNEED_ARRAY_VECTOR;
8652 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
8653 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) batchneed |= BATCHNEED_ARRAY_TEXCOORD;
8654 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
8657 // when the model data has no vertex buffer (dynamic mesh), we need to
8659 if (vid.useinterleavedarrays ? !rsurface.modelvertexmeshbuffer : !rsurface.modelvertex3f_vertexbuffer)
8660 batchneed |= BATCHNEED_NOGAPS;
8662 // if needsupdate, we have to do a dynamic vertex batch for sure
8663 if (needsupdate & batchneed)
8664 dynamicvertex = true;
8666 // see if we need to build vertexmesh from arrays
8667 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8668 dynamicvertex = true;
8670 // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
8671 // also some drivers strongly dislike firstvertex
8672 if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
8673 dynamicvertex = true;
8675 rsurface.batchvertex3f = rsurface.modelvertex3f;
8676 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
8677 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
8678 rsurface.batchsvector3f = rsurface.modelsvector3f;
8679 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
8680 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
8681 rsurface.batchtvector3f = rsurface.modeltvector3f;
8682 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
8683 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
8684 rsurface.batchnormal3f = rsurface.modelnormal3f;
8685 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
8686 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
8687 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
8688 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
8689 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
8690 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
8691 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
8692 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
8693 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
8694 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
8695 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
8696 rsurface.batchvertex3fbuffer = rsurface.modelvertex3fbuffer;
8697 rsurface.batchvertexmesh = rsurface.modelvertexmesh;
8698 rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
8699 rsurface.batchelement3i = rsurface.modelelement3i;
8700 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
8701 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
8702 rsurface.batchelement3s = rsurface.modelelement3s;
8703 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
8704 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
8706 // if any dynamic vertex processing has to occur in software, we copy the
8707 // entire surface list together before processing to rebase the vertices
8708 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
8710 // if any gaps exist and we do not have a static vertex buffer, we have to
8711 // copy the surface list together to avoid wasting upload bandwidth on the
8712 // vertices in the gaps.
8714 // if gaps exist and we have a static vertex buffer, we still have to
8715 // combine the index buffer ranges into one dynamic index buffer.
8717 // in all cases we end up with data that can be drawn in one call.
8721 // static vertex data, just set pointers...
8722 rsurface.batchgeneratedvertex = false;
8723 // if there are gaps, we want to build a combined index buffer,
8724 // otherwise use the original static buffer with an appropriate offset
8727 // build a new triangle elements array for this batch
8728 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8729 rsurface.batchfirsttriangle = 0;
8731 for (i = 0;i < texturenumsurfaces;i++)
8733 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8734 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8735 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
8736 numtriangles += surfacenumtriangles;
8738 rsurface.batchelement3i_indexbuffer = NULL;
8739 rsurface.batchelement3i_bufferoffset = 0;
8740 rsurface.batchelement3s = NULL;
8741 rsurface.batchelement3s_indexbuffer = NULL;
8742 rsurface.batchelement3s_bufferoffset = 0;
8743 if (endvertex <= 65536)
8745 // make a 16bit (unsigned short) index array if possible
8746 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8747 for (i = 0;i < numtriangles*3;i++)
8748 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8754 // something needs software processing, do it for real...
8755 // we only directly handle separate array data in this case and then
8756 // generate interleaved data if needed...
8757 rsurface.batchgeneratedvertex = true;
8759 // now copy the vertex data into a combined array and make an index array
8760 // (this is what Quake3 does all the time)
8761 //if (gaps || rsurface.batchfirstvertex)
8763 rsurface.batchvertex3fbuffer = NULL;
8764 rsurface.batchvertexmesh = NULL;
8765 rsurface.batchvertexmeshbuffer = NULL;
8766 rsurface.batchvertex3f = NULL;
8767 rsurface.batchvertex3f_vertexbuffer = NULL;
8768 rsurface.batchvertex3f_bufferoffset = 0;
8769 rsurface.batchsvector3f = NULL;
8770 rsurface.batchsvector3f_vertexbuffer = NULL;
8771 rsurface.batchsvector3f_bufferoffset = 0;
8772 rsurface.batchtvector3f = NULL;
8773 rsurface.batchtvector3f_vertexbuffer = NULL;
8774 rsurface.batchtvector3f_bufferoffset = 0;
8775 rsurface.batchnormal3f = NULL;
8776 rsurface.batchnormal3f_vertexbuffer = NULL;
8777 rsurface.batchnormal3f_bufferoffset = 0;
8778 rsurface.batchlightmapcolor4f = NULL;
8779 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8780 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8781 rsurface.batchtexcoordtexture2f = NULL;
8782 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8783 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8784 rsurface.batchtexcoordlightmap2f = NULL;
8785 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8786 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8787 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8788 rsurface.batchelement3i_indexbuffer = NULL;
8789 rsurface.batchelement3i_bufferoffset = 0;
8790 rsurface.batchelement3s = NULL;
8791 rsurface.batchelement3s_indexbuffer = NULL;
8792 rsurface.batchelement3s_bufferoffset = 0;
8793 // we'll only be setting up certain arrays as needed
8794 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
8795 rsurface.batchvertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
8796 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8797 rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8798 if (batchneed & BATCHNEED_ARRAY_NORMAL)
8799 rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8800 if (batchneed & BATCHNEED_ARRAY_VECTOR)
8802 rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8803 rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8805 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
8806 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8807 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8808 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8809 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8810 rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8813 for (i = 0;i < texturenumsurfaces;i++)
8815 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
8816 surfacenumvertices = texturesurfacelist[i]->num_vertices;
8817 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8818 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8819 // copy only the data requested
8820 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
8821 memcpy(rsurface.batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
8822 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
8824 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8826 if (rsurface.batchvertex3f)
8827 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8829 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8831 if (batchneed & BATCHNEED_ARRAY_NORMAL)
8833 if (rsurface.modelnormal3f)
8834 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8836 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8838 if (batchneed & BATCHNEED_ARRAY_VECTOR)
8840 if (rsurface.modelsvector3f)
8842 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8843 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8847 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8848 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8851 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
8853 if (rsurface.modellightmapcolor4f)
8854 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
8856 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
8858 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8860 if (rsurface.modeltexcoordtexture2f)
8861 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8863 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8865 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8867 if (rsurface.modeltexcoordlightmap2f)
8868 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8870 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8873 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
8874 numvertices += surfacenumvertices;
8875 numtriangles += surfacenumtriangles;
8878 // generate a 16bit index array as well if possible
8879 // (in general, dynamic batches fit)
8880 if (numvertices <= 65536)
8882 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8883 for (i = 0;i < numtriangles*3;i++)
8884 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8887 // since we've copied everything, the batch now starts at 0
8888 rsurface.batchfirstvertex = 0;
8889 rsurface.batchnumvertices = batchnumvertices;
8890 rsurface.batchfirsttriangle = 0;
8891 rsurface.batchnumtriangles = batchnumtriangles;
8894 // q1bsp surfaces rendered in vertex color mode have to have colors
8895 // calculated based on lightstyles
8896 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8898 // generate color arrays for the surfaces in this list
8903 const unsigned char *lm;
8904 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8905 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8906 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8908 for (i = 0;i < texturenumsurfaces;i++)
8910 surface = texturesurfacelist[i];
8911 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
8912 surfacenumvertices = surface->num_vertices;
8913 if (surface->lightmapinfo->samples)
8915 for (j = 0;j < surfacenumvertices;j++)
8917 lm = surface->lightmapinfo->samples + offsets[j];
8918 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
8919 VectorScale(lm, scale, c);
8920 if (surface->lightmapinfo->styles[1] != 255)
8922 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
8924 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
8925 VectorMA(c, scale, lm, c);
8926 if (surface->lightmapinfo->styles[2] != 255)
8929 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
8930 VectorMA(c, scale, lm, c);
8931 if (surface->lightmapinfo->styles[3] != 255)
8934 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
8935 VectorMA(c, scale, lm, c);
8942 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, min(c[0], 255) * (1.0f / 255.0f), min(c[1], 255) * (1.0f / 255.0f), min(c[2], 255) * (1.0f / 255.0f), 1);
8948 for (j = 0;j < surfacenumvertices;j++)
8950 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
8957 // if vertices are deformed (sprite flares and things in maps, possibly
8958 // water waves, bulges and other deformations), modify the copied vertices
8960 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8962 switch (deform->deform)
8965 case Q3DEFORM_PROJECTIONSHADOW:
8966 case Q3DEFORM_TEXT0:
8967 case Q3DEFORM_TEXT1:
8968 case Q3DEFORM_TEXT2:
8969 case Q3DEFORM_TEXT3:
8970 case Q3DEFORM_TEXT4:
8971 case Q3DEFORM_TEXT5:
8972 case Q3DEFORM_TEXT6:
8973 case Q3DEFORM_TEXT7:
8976 case Q3DEFORM_AUTOSPRITE:
8977 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8978 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8979 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8980 VectorNormalize(newforward);
8981 VectorNormalize(newright);
8982 VectorNormalize(newup);
8983 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8984 // rsurface.batchvertex3f_vertexbuffer = NULL;
8985 // rsurface.batchvertex3f_bufferoffset = 0;
8986 // rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
8987 // rsurface.batchsvector3f_vertexbuffer = NULL;
8988 // rsurface.batchsvector3f_bufferoffset = 0;
8989 // rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
8990 // rsurface.batchtvector3f_vertexbuffer = NULL;
8991 // rsurface.batchtvector3f_bufferoffset = 0;
8992 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8993 // rsurface.batchnormal3f_vertexbuffer = NULL;
8994 // rsurface.batchnormal3f_bufferoffset = 0;
8995 // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
8996 if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
8997 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8998 if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
8999 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
9000 // a single autosprite surface can contain multiple sprites...
9001 for (j = 0;j < batchnumvertices - 3;j += 4)
9003 VectorClear(center);
9004 for (i = 0;i < 4;i++)
9005 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9006 VectorScale(center, 0.25f, center);
9007 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
9008 VectorCopy(rsurface.batchsvector3f + 3*j, right);
9009 VectorCopy(rsurface.batchtvector3f + 3*j, up);
9010 for (i = 0;i < 4;i++)
9012 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
9013 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
9016 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
9017 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9018 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
9020 case Q3DEFORM_AUTOSPRITE2:
9021 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9022 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9023 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9024 VectorNormalize(newforward);
9025 VectorNormalize(newright);
9026 VectorNormalize(newup);
9027 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9028 // rsurface.batchvertex3f_vertexbuffer = NULL;
9029 // rsurface.batchvertex3f_bufferoffset = 0;
9031 const float *v1, *v2;
9041 memset(shortest, 0, sizeof(shortest));
9042 // a single autosprite surface can contain multiple sprites...
9043 for (j = 0;j < batchnumvertices - 3;j += 4)
9045 VectorClear(center);
9046 for (i = 0;i < 4;i++)
9047 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9048 VectorScale(center, 0.25f, center);
9049 // find the two shortest edges, then use them to define the
9050 // axis vectors for rotating around the central axis
9051 for (i = 0;i < 6;i++)
9053 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
9054 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
9055 l = VectorDistance2(v1, v2);
9056 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9058 l += (1.0f / 1024.0f);
9059 if (shortest[0].length2 > l || i == 0)
9061 shortest[1] = shortest[0];
9062 shortest[0].length2 = l;
9063 shortest[0].v1 = v1;
9064 shortest[0].v2 = v2;
9066 else if (shortest[1].length2 > l || i == 1)
9068 shortest[1].length2 = l;
9069 shortest[1].v1 = v1;
9070 shortest[1].v2 = v2;
9073 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9074 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9075 // this calculates the right vector from the shortest edge
9076 // and the up vector from the edge midpoints
9077 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9078 VectorNormalize(right);
9079 VectorSubtract(end, start, up);
9080 VectorNormalize(up);
9081 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9082 VectorSubtract(rsurface.localvieworigin, center, forward);
9083 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9084 VectorNegate(forward, forward);
9085 VectorReflect(forward, 0, up, forward);
9086 VectorNormalize(forward);
9087 CrossProduct(up, forward, newright);
9088 VectorNormalize(newright);
9089 // rotate the quad around the up axis vector, this is made
9090 // especially easy by the fact we know the quad is flat,
9091 // so we only have to subtract the center position and
9092 // measure distance along the right vector, and then
9093 // multiply that by the newright vector and add back the
9095 // we also need to subtract the old position to undo the
9096 // displacement from the center, which we do with a
9097 // DotProduct, the subtraction/addition of center is also
9098 // optimized into DotProducts here
9099 l = DotProduct(right, center);
9100 for (i = 0;i < 4;i++)
9102 v1 = rsurface.batchvertex3f + 3*(j+i);
9103 f = DotProduct(right, v1) - l;
9104 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
9108 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
9110 // rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9111 // rsurface.batchnormal3f_vertexbuffer = NULL;
9112 // rsurface.batchnormal3f_bufferoffset = 0;
9113 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9115 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9117 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9118 // rsurface.batchsvector3f_vertexbuffer = NULL;
9119 // rsurface.batchsvector3f_bufferoffset = 0;
9120 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9121 // rsurface.batchtvector3f_vertexbuffer = NULL;
9122 // rsurface.batchtvector3f_bufferoffset = 0;
9123 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
9126 case Q3DEFORM_NORMAL:
9127 // deform the normals to make reflections wavey
9128 rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9129 rsurface.batchnormal3f_vertexbuffer = NULL;
9130 rsurface.batchnormal3f_bufferoffset = 0;
9131 for (j = 0;j < batchnumvertices;j++)
9134 float *normal = rsurface.batchnormal3f + 3*j;
9135 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
9136 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9137 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9138 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9139 VectorNormalize(normal);
9141 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9143 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9144 // rsurface.batchsvector3f_vertexbuffer = NULL;
9145 // rsurface.batchsvector3f_bufferoffset = 0;
9146 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9147 // rsurface.batchtvector3f_vertexbuffer = NULL;
9148 // rsurface.batchtvector3f_bufferoffset = 0;
9149 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
9153 // deform vertex array to make wavey water and flags and such
9154 waveparms[0] = deform->waveparms[0];
9155 waveparms[1] = deform->waveparms[1];
9156 waveparms[2] = deform->waveparms[2];
9157 waveparms[3] = deform->waveparms[3];
9158 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
9159 break; // if wavefunc is a nop, don't make a dynamic vertex array
9160 // this is how a divisor of vertex influence on deformation
9161 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
9162 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9163 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9164 // rsurface.batchvertex3f_vertexbuffer = NULL;
9165 // rsurface.batchvertex3f_bufferoffset = 0;
9166 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9167 // rsurface.batchnormal3f_vertexbuffer = NULL;
9168 // rsurface.batchnormal3f_bufferoffset = 0;
9169 for (j = 0;j < batchnumvertices;j++)
9171 // if the wavefunc depends on time, evaluate it per-vertex
9174 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
9175 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9177 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9179 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9180 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9181 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9183 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9184 // rsurface.batchsvector3f_vertexbuffer = NULL;
9185 // rsurface.batchsvector3f_bufferoffset = 0;
9186 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9187 // rsurface.batchtvector3f_vertexbuffer = NULL;
9188 // rsurface.batchtvector3f_bufferoffset = 0;
9189 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
9192 case Q3DEFORM_BULGE:
9193 // deform vertex array to make the surface have moving bulges
9194 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9195 // rsurface.batchvertex3f_vertexbuffer = NULL;
9196 // rsurface.batchvertex3f_bufferoffset = 0;
9197 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9198 // rsurface.batchnormal3f_vertexbuffer = NULL;
9199 // rsurface.batchnormal3f_bufferoffset = 0;
9200 for (j = 0;j < batchnumvertices;j++)
9202 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
9203 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9205 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9206 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9207 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9209 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9210 // rsurface.batchsvector3f_vertexbuffer = NULL;
9211 // rsurface.batchsvector3f_bufferoffset = 0;
9212 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9213 // rsurface.batchtvector3f_vertexbuffer = NULL;
9214 // rsurface.batchtvector3f_bufferoffset = 0;
9215 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
9219 // deform vertex array
9220 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9221 break; // if wavefunc is a nop, don't make a dynamic vertex array
9222 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
9223 VectorScale(deform->parms, scale, waveparms);
9224 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9225 // rsurface.batchvertex3f_vertexbuffer = NULL;
9226 // rsurface.batchvertex3f_bufferoffset = 0;
9227 for (j = 0;j < batchnumvertices;j++)
9228 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
9233 // generate texcoords based on the chosen texcoord source
9234 switch(rsurface.texture->tcgen.tcgen)
9237 case Q3TCGEN_TEXTURE:
9239 case Q3TCGEN_LIGHTMAP:
9240 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9241 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9242 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9243 if (rsurface.batchtexcoordlightmap2f)
9244 memcpy(rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, batchnumvertices * sizeof(float[2]));
9246 case Q3TCGEN_VECTOR:
9247 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9248 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9249 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9250 for (j = 0;j < batchnumvertices;j++)
9252 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
9253 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
9256 case Q3TCGEN_ENVIRONMENT:
9257 // make environment reflections using a spheremap
9258 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9259 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9260 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9261 for (j = 0;j < batchnumvertices;j++)
9263 // identical to Q3A's method, but executed in worldspace so
9264 // carried models can be shiny too
9266 float viewer[3], d, reflected[3], worldreflected[3];
9268 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
9269 // VectorNormalize(viewer);
9271 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
9273 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
9274 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
9275 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
9276 // note: this is proportinal to viewer, so we can normalize later
9278 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
9279 VectorNormalize(worldreflected);
9281 // note: this sphere map only uses world x and z!
9282 // so positive and negative y will LOOK THE SAME.
9283 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
9284 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
9288 // the only tcmod that needs software vertex processing is turbulent, so
9289 // check for it here and apply the changes if needed
9290 // and we only support that as the first one
9291 // (handling a mixture of turbulent and other tcmods would be problematic
9292 // without punting it entirely to a software path)
9293 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
9295 amplitude = rsurface.texture->tcmods[0].parms[1];
9296 animpos = rsurface.texture->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->tcmods[0].parms[3];
9297 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9298 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9299 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9300 for (j = 0;j < batchnumvertices;j++)
9302 rsurface.batchtexcoordtexture2f[j*2+0] += amplitude * sin(((rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9303 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9307 if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
9309 // convert the modified arrays to vertex structs
9310 // rsurface.batchvertexmesh = R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
9311 // rsurface.batchvertexmeshbuffer = NULL;
9312 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
9313 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9314 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
9315 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
9316 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9317 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
9318 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
9320 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9322 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
9323 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
9326 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
9327 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9328 Vector4Copy(rsurface.batchlightmapcolor4f + 4*j, vertexmesh->color4f);
9329 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
9330 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9331 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
9332 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
9333 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9334 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
9338 void RSurf_DrawBatch(void)
9340 // sometimes a zero triangle surface (usually a degenerate patch) makes it
9341 // through the pipeline, killing it earlier in the pipeline would have
9342 // per-surface overhead rather than per-batch overhead, so it's best to
9343 // reject it here, before it hits glDraw.
9344 if (rsurface.batchnumtriangles == 0)
9347 // batch debugging code
9348 if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
9354 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
9355 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
9358 for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
9360 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
9362 if (rsurface.modelsurfaces[j].texture != rsurface.texture)
9363 Sys_Error("RSurf_DrawBatch: index %i uses different texture (%s) than surface %i which it belongs to (which uses %s)\n", c, rsurface.texture->name, j, rsurface.modelsurfaces[j].texture->name);
9370 R_Mesh_Draw(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchfirsttriangle, rsurface.batchnumtriangles, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset);
9373 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
9375 // pick the closest matching water plane
9376 int planeindex, vertexindex, bestplaneindex = -1;
9380 r_waterstate_waterplane_t *p;
9381 qboolean prepared = false;
9383 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
9385 if(p->camera_entity != rsurface.texture->camera_entity)
9390 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
9392 if(rsurface.batchnumvertices == 0)
9395 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
9397 Matrix4x4_Transform(&rsurface.matrix, v, vert);
9398 d += fabs(PlaneDiff(vert, &p->plane));
9400 if (bestd > d || bestplaneindex < 0)
9403 bestplaneindex = planeindex;
9406 return bestplaneindex;
9407 // NOTE: this MAY return a totally unrelated water plane; we can ignore
9408 // this situation though, as it might be better to render single larger
9409 // batches with useless stuff (backface culled for example) than to
9410 // render multiple smaller batches
9413 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
9416 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9417 rsurface.passcolor4f_vertexbuffer = 0;
9418 rsurface.passcolor4f_bufferoffset = 0;
9419 for (i = 0;i < rsurface.batchnumvertices;i++)
9420 Vector4Set(rsurface.passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
9423 static void RSurf_DrawBatch_GL11_ApplyFog(void)
9430 if (rsurface.passcolor4f)
9432 // generate color arrays
9433 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9434 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9435 rsurface.passcolor4f_vertexbuffer = 0;
9436 rsurface.passcolor4f_bufferoffset = 0;
9437 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
9439 f = RSurf_FogVertex(v);
9448 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9449 rsurface.passcolor4f_vertexbuffer = 0;
9450 rsurface.passcolor4f_bufferoffset = 0;
9451 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
9453 f = RSurf_FogVertex(v);
9462 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
9469 if (!rsurface.passcolor4f)
9471 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9472 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9473 rsurface.passcolor4f_vertexbuffer = 0;
9474 rsurface.passcolor4f_bufferoffset = 0;
9475 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
9477 f = RSurf_FogVertex(v);
9478 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
9479 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
9480 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
9485 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
9490 if (!rsurface.passcolor4f)
9492 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9493 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9494 rsurface.passcolor4f_vertexbuffer = 0;
9495 rsurface.passcolor4f_bufferoffset = 0;
9496 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9505 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
9510 if (!rsurface.passcolor4f)
9512 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9513 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9514 rsurface.passcolor4f_vertexbuffer = 0;
9515 rsurface.passcolor4f_bufferoffset = 0;
9516 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9518 c2[0] = c[0] + r_refdef.scene.ambient;
9519 c2[1] = c[1] + r_refdef.scene.ambient;
9520 c2[2] = c[2] + r_refdef.scene.ambient;
9525 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9528 rsurface.passcolor4f = NULL;
9529 rsurface.passcolor4f_vertexbuffer = 0;
9530 rsurface.passcolor4f_bufferoffset = 0;
9531 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9532 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9533 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9534 GL_Color(r, g, b, a);
9535 R_Mesh_TexBind(0, rsurface.lightmaptexture);
9539 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9541 // TODO: optimize applyfog && applycolor case
9542 // just apply fog if necessary, and tint the fog color array if necessary
9543 rsurface.passcolor4f = NULL;
9544 rsurface.passcolor4f_vertexbuffer = 0;
9545 rsurface.passcolor4f_bufferoffset = 0;
9546 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9547 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9548 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9549 GL_Color(r, g, b, a);
9553 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9556 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
9557 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
9558 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
9559 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9560 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9561 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9562 GL_Color(r, g, b, a);
9566 static void RSurf_DrawBatch_GL11_ClampColor(void)
9571 if (!rsurface.passcolor4f)
9573 for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
9575 c2[0] = bound(0.0f, c1[0], 1.0f);
9576 c2[1] = bound(0.0f, c1[1], 1.0f);
9577 c2[2] = bound(0.0f, c1[2], 1.0f);
9578 c2[3] = bound(0.0f, c1[3], 1.0f);
9582 static void RSurf_DrawBatch_GL11_ApplyFakeLight(void)
9592 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9593 rsurface.passcolor4f_vertexbuffer = 0;
9594 rsurface.passcolor4f_bufferoffset = 0;
9595 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
9597 f = -DotProduct(r_refdef.view.forward, n);
9599 f = f * 0.85 + 0.15; // work around so stuff won't get black
9600 f *= r_refdef.lightmapintensity;
9601 Vector4Set(c, f, f, f, 1);
9605 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9607 RSurf_DrawBatch_GL11_ApplyFakeLight();
9608 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9609 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9610 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9611 GL_Color(r, g, b, a);
9615 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
9623 vec3_t ambientcolor;
9624 vec3_t diffusecolor;
9628 VectorCopy(rsurface.modellight_lightdir, lightdir);
9629 f = 0.5f * r_refdef.lightmapintensity;
9630 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
9631 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
9632 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
9633 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
9634 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
9635 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
9637 if (VectorLength2(diffusecolor) > 0)
9639 // q3-style directional shading
9640 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9641 rsurface.passcolor4f_vertexbuffer = 0;
9642 rsurface.passcolor4f_bufferoffset = 0;
9643 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
9645 if ((f = DotProduct(n, lightdir)) > 0)
9646 VectorMA(ambientcolor, f, diffusecolor, c);
9648 VectorCopy(ambientcolor, c);
9655 *applycolor = false;
9659 *r = ambientcolor[0];
9660 *g = ambientcolor[1];
9661 *b = ambientcolor[2];
9662 rsurface.passcolor4f = NULL;
9663 rsurface.passcolor4f_vertexbuffer = 0;
9664 rsurface.passcolor4f_bufferoffset = 0;
9668 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9670 RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
9671 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9672 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9673 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9674 GL_Color(r, g, b, a);
9678 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
9686 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9687 rsurface.passcolor4f_vertexbuffer = 0;
9688 rsurface.passcolor4f_bufferoffset = 0;
9690 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
9692 f = 1 - RSurf_FogVertex(v);
9700 void RSurf_SetupDepthAndCulling(void)
9702 // submodels are biased to avoid z-fighting with world surfaces that they
9703 // may be exactly overlapping (avoids z-fighting artifacts on certain
9704 // doors and things in Quake maps)
9705 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
9706 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
9707 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
9708 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
9711 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9713 // transparent sky would be ridiculous
9714 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
9716 R_SetupShader_Generic_NoTexture(false, false);
9717 skyrenderlater = true;
9718 RSurf_SetupDepthAndCulling();
9720 // LordHavoc: HalfLife maps have freaky skypolys so don't use
9721 // skymasking on them, and Quake3 never did sky masking (unlike
9722 // software Quake and software Quake2), so disable the sky masking
9723 // in Quake3 maps as it causes problems with q3map2 sky tricks,
9724 // and skymasking also looks very bad when noclipping outside the
9725 // level, so don't use it then either.
9726 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis && !r_trippy.integer)
9728 R_Mesh_ResetTextureState();
9729 if (skyrendermasked)
9731 R_SetupShader_DepthOrShadow(false, false);
9732 // depth-only (masking)
9733 GL_ColorMask(0,0,0,0);
9734 // just to make sure that braindead drivers don't draw
9735 // anything despite that colormask...
9736 GL_BlendFunc(GL_ZERO, GL_ONE);
9737 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9738 if (rsurface.batchvertex3fbuffer)
9739 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
9741 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
9745 R_SetupShader_Generic_NoTexture(false, false);
9747 GL_BlendFunc(GL_ONE, GL_ZERO);
9748 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9749 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
9750 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9753 if (skyrendermasked)
9754 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
9756 R_Mesh_ResetTextureState();
9757 GL_Color(1, 1, 1, 1);
9760 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
9761 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
9762 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
9764 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
9768 // render screenspace normalmap to texture
9770 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
9775 // bind lightmap texture
9777 // water/refraction/reflection/camera surfaces have to be handled specially
9778 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
9780 int start, end, startplaneindex;
9781 for (start = 0;start < texturenumsurfaces;start = end)
9783 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
9784 if(startplaneindex < 0)
9786 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
9787 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
9791 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
9793 // now that we have a batch using the same planeindex, render it
9794 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
9796 // render water or distortion background
9798 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
9800 // blend surface on top
9801 GL_DepthMask(false);
9802 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
9805 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
9807 // render surface with reflection texture as input
9808 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9809 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
9816 // render surface batch normally
9817 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9818 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) != 0);
9822 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9824 // OpenGL 1.3 path - anything not completely ancient
9825 qboolean applycolor;
9828 const texturelayer_t *layer;
9829 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9830 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9832 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
9835 int layertexrgbscale;
9836 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9838 if (layerindex == 0)
9842 GL_AlphaTest(false);
9843 GL_DepthFunc(GL_EQUAL);
9846 GL_DepthMask(layer->depthmask && writedepth);
9847 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
9848 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
9850 layertexrgbscale = 4;
9851 VectorScale(layer->color, 0.25f, layercolor);
9853 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
9855 layertexrgbscale = 2;
9856 VectorScale(layer->color, 0.5f, layercolor);
9860 layertexrgbscale = 1;
9861 VectorScale(layer->color, 1.0f, layercolor);
9863 layercolor[3] = layer->color[3];
9864 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
9865 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
9866 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
9867 switch (layer->type)
9869 case TEXTURELAYERTYPE_LITTEXTURE:
9870 // single-pass lightmapped texture with 2x rgbscale
9871 R_Mesh_TexBind(0, r_texture_white);
9872 R_Mesh_TexMatrix(0, NULL);
9873 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9874 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
9875 R_Mesh_TexBind(1, layer->texture);
9876 R_Mesh_TexMatrix(1, &layer->texmatrix);
9877 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9878 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9879 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
9880 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9881 else if (FAKELIGHT_ENABLED)
9882 RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9883 else if (rsurface.uselightmaptexture)
9884 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9886 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9888 case TEXTURELAYERTYPE_TEXTURE:
9889 // singletexture unlit texture with transparency support
9890 R_Mesh_TexBind(0, layer->texture);
9891 R_Mesh_TexMatrix(0, &layer->texmatrix);
9892 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9893 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9894 R_Mesh_TexBind(1, 0);
9895 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9896 RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9898 case TEXTURELAYERTYPE_FOG:
9899 // singletexture fogging
9902 R_Mesh_TexBind(0, layer->texture);
9903 R_Mesh_TexMatrix(0, &layer->texmatrix);
9904 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9905 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9909 R_Mesh_TexBind(0, 0);
9910 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9912 R_Mesh_TexBind(1, 0);
9913 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9914 // generate a color array for the fog pass
9915 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
9916 RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
9920 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
9923 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9925 GL_DepthFunc(GL_LEQUAL);
9926 GL_AlphaTest(false);
9930 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9932 // OpenGL 1.1 - crusty old voodoo path
9935 const texturelayer_t *layer;
9936 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9937 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9939 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
9941 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9943 if (layerindex == 0)
9947 GL_AlphaTest(false);
9948 GL_DepthFunc(GL_EQUAL);
9951 GL_DepthMask(layer->depthmask && writedepth);
9952 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
9953 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
9954 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
9955 switch (layer->type)
9957 case TEXTURELAYERTYPE_LITTEXTURE:
9958 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
9960 // two-pass lit texture with 2x rgbscale
9961 // first the lightmap pass
9962 R_Mesh_TexBind(0, r_texture_white);
9963 R_Mesh_TexMatrix(0, NULL);
9964 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9965 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
9966 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
9967 RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
9968 else if (FAKELIGHT_ENABLED)
9969 RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
9970 else if (rsurface.uselightmaptexture)
9971 RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
9973 RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
9974 // then apply the texture to it
9975 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
9976 R_Mesh_TexBind(0, layer->texture);
9977 R_Mesh_TexMatrix(0, &layer->texmatrix);
9978 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9979 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9980 RSurf_DrawBatch_GL11_Unlit(layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
9984 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
9985 R_Mesh_TexBind(0, layer->texture);
9986 R_Mesh_TexMatrix(0, &layer->texmatrix);
9987 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9988 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9989 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
9990 RSurf_DrawBatch_GL11_VertexShade(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
9992 RSurf_DrawBatch_GL11_VertexColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
9995 case TEXTURELAYERTYPE_TEXTURE:
9996 // singletexture unlit texture with transparency support
9997 R_Mesh_TexBind(0, layer->texture);
9998 R_Mesh_TexMatrix(0, &layer->texmatrix);
9999 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10000 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10001 RSurf_DrawBatch_GL11_Unlit(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10003 case TEXTURELAYERTYPE_FOG:
10004 // singletexture fogging
10005 if (layer->texture)
10007 R_Mesh_TexBind(0, layer->texture);
10008 R_Mesh_TexMatrix(0, &layer->texmatrix);
10009 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10010 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10014 R_Mesh_TexBind(0, 0);
10015 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10017 // generate a color array for the fog pass
10018 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
10019 RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
10023 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10026 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10028 GL_DepthFunc(GL_LEQUAL);
10029 GL_AlphaTest(false);
10033 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10037 r_vertexgeneric_t *batchvertex;
10040 // R_Mesh_ResetTextureState();
10041 R_SetupShader_Generic_NoTexture(false, false);
10043 if(rsurface.texture && rsurface.texture->currentskinframe)
10045 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
10046 c[3] *= rsurface.texture->currentalpha;
10056 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
10058 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
10059 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
10060 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
10063 // brighten it up (as texture value 127 means "unlit")
10064 c[0] *= 2 * r_refdef.view.colorscale;
10065 c[1] *= 2 * r_refdef.view.colorscale;
10066 c[2] *= 2 * r_refdef.view.colorscale;
10068 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
10069 c[3] *= r_wateralpha.value;
10071 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
10073 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10074 GL_DepthMask(false);
10076 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
10078 GL_BlendFunc(GL_ONE, GL_ONE);
10079 GL_DepthMask(false);
10081 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10083 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
10084 GL_DepthMask(false);
10086 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10088 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
10089 GL_DepthMask(false);
10093 GL_BlendFunc(GL_ONE, GL_ZERO);
10094 GL_DepthMask(writedepth);
10097 if (r_showsurfaces.integer == 3)
10099 rsurface.passcolor4f = NULL;
10101 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10103 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10105 rsurface.passcolor4f = NULL;
10106 rsurface.passcolor4f_vertexbuffer = 0;
10107 rsurface.passcolor4f_bufferoffset = 0;
10109 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10111 qboolean applycolor = true;
10114 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10116 r_refdef.lightmapintensity = 1;
10117 RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
10118 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10120 else if (FAKELIGHT_ENABLED)
10122 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10124 r_refdef.lightmapintensity = r_fakelight_intensity.value;
10125 RSurf_DrawBatch_GL11_ApplyFakeLight();
10126 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10130 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10132 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
10133 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
10134 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
10137 if(!rsurface.passcolor4f)
10138 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
10140 RSurf_DrawBatch_GL11_ApplyAmbient();
10141 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
10142 if(r_refdef.fogenabled)
10143 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
10144 RSurf_DrawBatch_GL11_ClampColor();
10146 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
10147 R_SetupShader_Generic_NoTexture(false, false);
10150 else if (!r_refdef.view.showdebug)
10152 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10153 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10154 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
10156 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10157 Vector4Set(batchvertex[vi].color4f, 0, 0, 0, 1);
10159 R_Mesh_PrepareVertices_Generic_Unlock();
10162 else if (r_showsurfaces.integer == 4)
10164 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10165 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10166 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
10168 unsigned char c = (vi << 3) * (1.0f / 256.0f);
10169 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10170 Vector4Set(batchvertex[vi].color4f, c, c, c, 1);
10172 R_Mesh_PrepareVertices_Generic_Unlock();
10175 else if (r_showsurfaces.integer == 2)
10178 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10179 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
10180 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
10182 unsigned char c = ((j + rsurface.batchfirsttriangle) << 3) * (1.0f / 256.0f);
10183 VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
10184 VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
10185 VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
10186 Vector4Set(batchvertex[j*3+0].color4f, c, c, c, 1);
10187 Vector4Set(batchvertex[j*3+1].color4f, c, c, c, 1);
10188 Vector4Set(batchvertex[j*3+2].color4f, c, c, c, 1);
10190 R_Mesh_PrepareVertices_Generic_Unlock();
10191 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
10195 int texturesurfaceindex;
10197 const msurface_t *surface;
10198 float surfacecolor4f[4];
10199 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10200 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
10202 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10204 surface = texturesurfacelist[texturesurfaceindex];
10205 k = (int)(((size_t)surface) / sizeof(msurface_t));
10206 Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
10207 for (j = 0;j < surface->num_vertices;j++)
10209 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10210 Vector4Copy(surfacecolor4f, batchvertex[vi].color4f);
10214 R_Mesh_PrepareVertices_Generic_Unlock();
10219 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10222 RSurf_SetupDepthAndCulling();
10223 if (r_showsurfaces.integer)
10225 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10228 switch (vid.renderpath)
10230 case RENDERPATH_GL20:
10231 case RENDERPATH_D3D9:
10232 case RENDERPATH_D3D10:
10233 case RENDERPATH_D3D11:
10234 case RENDERPATH_SOFT:
10235 case RENDERPATH_GLES2:
10236 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10238 case RENDERPATH_GL13:
10239 case RENDERPATH_GLES1:
10240 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10242 case RENDERPATH_GL11:
10243 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10249 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10252 RSurf_SetupDepthAndCulling();
10253 if (r_showsurfaces.integer)
10255 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10258 switch (vid.renderpath)
10260 case RENDERPATH_GL20:
10261 case RENDERPATH_D3D9:
10262 case RENDERPATH_D3D10:
10263 case RENDERPATH_D3D11:
10264 case RENDERPATH_SOFT:
10265 case RENDERPATH_GLES2:
10266 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10268 case RENDERPATH_GL13:
10269 case RENDERPATH_GLES1:
10270 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10272 case RENDERPATH_GL11:
10273 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10279 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10282 int texturenumsurfaces, endsurface;
10283 texture_t *texture;
10284 const msurface_t *surface;
10285 const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
10287 // if the model is static it doesn't matter what value we give for
10288 // wantnormals and wanttangents, so this logic uses only rules applicable
10289 // to a model, knowing that they are meaningless otherwise
10290 if (ent == r_refdef.scene.worldentity)
10291 RSurf_ActiveWorldEntity();
10292 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
10293 RSurf_ActiveModelEntity(ent, false, false, false);
10296 switch (vid.renderpath)
10298 case RENDERPATH_GL20:
10299 case RENDERPATH_D3D9:
10300 case RENDERPATH_D3D10:
10301 case RENDERPATH_D3D11:
10302 case RENDERPATH_SOFT:
10303 case RENDERPATH_GLES2:
10304 RSurf_ActiveModelEntity(ent, true, true, false);
10306 case RENDERPATH_GL11:
10307 case RENDERPATH_GL13:
10308 case RENDERPATH_GLES1:
10309 RSurf_ActiveModelEntity(ent, true, false, false);
10314 if (r_transparentdepthmasking.integer)
10316 qboolean setup = false;
10317 for (i = 0;i < numsurfaces;i = j)
10320 surface = rsurface.modelsurfaces + surfacelist[i];
10321 texture = surface->texture;
10322 rsurface.texture = R_GetCurrentTexture(texture);
10323 rsurface.lightmaptexture = NULL;
10324 rsurface.deluxemaptexture = NULL;
10325 rsurface.uselightmaptexture = false;
10326 // scan ahead until we find a different texture
10327 endsurface = min(i + 1024, numsurfaces);
10328 texturenumsurfaces = 0;
10329 texturesurfacelist[texturenumsurfaces++] = surface;
10330 for (;j < endsurface;j++)
10332 surface = rsurface.modelsurfaces + surfacelist[j];
10333 if (texture != surface->texture)
10335 texturesurfacelist[texturenumsurfaces++] = surface;
10337 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
10339 // render the range of surfaces as depth
10343 GL_ColorMask(0,0,0,0);
10345 GL_DepthTest(true);
10346 GL_BlendFunc(GL_ONE, GL_ZERO);
10347 GL_DepthMask(true);
10348 // R_Mesh_ResetTextureState();
10349 R_SetupShader_DepthOrShadow(false, false);
10351 RSurf_SetupDepthAndCulling();
10352 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
10353 if (rsurface.batchvertex3fbuffer)
10354 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10356 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10360 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10363 for (i = 0;i < numsurfaces;i = j)
10366 surface = rsurface.modelsurfaces + surfacelist[i];
10367 texture = surface->texture;
10368 rsurface.texture = R_GetCurrentTexture(texture);
10369 // scan ahead until we find a different texture
10370 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
10371 texturenumsurfaces = 0;
10372 texturesurfacelist[texturenumsurfaces++] = surface;
10373 if(FAKELIGHT_ENABLED)
10375 rsurface.lightmaptexture = NULL;
10376 rsurface.deluxemaptexture = NULL;
10377 rsurface.uselightmaptexture = false;
10378 for (;j < endsurface;j++)
10380 surface = rsurface.modelsurfaces + surfacelist[j];
10381 if (texture != surface->texture)
10383 texturesurfacelist[texturenumsurfaces++] = surface;
10388 rsurface.lightmaptexture = surface->lightmaptexture;
10389 rsurface.deluxemaptexture = surface->deluxemaptexture;
10390 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
10391 for (;j < endsurface;j++)
10393 surface = rsurface.modelsurfaces + surfacelist[j];
10394 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
10396 texturesurfacelist[texturenumsurfaces++] = surface;
10399 // render the range of surfaces
10400 if (ent == r_refdef.scene.worldentity)
10401 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10403 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10405 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
10408 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
10410 // transparent surfaces get pushed off into the transparent queue
10411 int surfacelistindex;
10412 const msurface_t *surface;
10413 vec3_t tempcenter, center;
10414 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
10416 surface = texturesurfacelist[surfacelistindex];
10417 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
10418 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
10419 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
10420 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
10421 if (queueentity->transparent_offset) // transparent offset
10423 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
10424 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
10425 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
10427 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
10431 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10433 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
10435 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
10437 RSurf_SetupDepthAndCulling();
10438 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
10439 if (rsurface.batchvertex3fbuffer)
10440 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10442 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10446 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
10448 const entity_render_t *queueentity = r_refdef.scene.worldentity;
10451 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10454 if (!rsurface.texture->currentnumlayers)
10456 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10457 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10459 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10461 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
10462 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10463 else if (!rsurface.texture->currentnumlayers)
10465 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
10467 // in the deferred case, transparent surfaces were queued during prepass
10468 if (!r_shadow_usingdeferredprepass)
10469 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10473 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10474 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10479 static void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10482 texture_t *texture;
10483 R_FrameData_SetMark();
10484 // break the surface list down into batches by texture and use of lightmapping
10485 for (i = 0;i < numsurfaces;i = j)
10488 // texture is the base texture pointer, rsurface.texture is the
10489 // current frame/skin the texture is directing us to use (for example
10490 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10491 // use skin 1 instead)
10492 texture = surfacelist[i]->texture;
10493 rsurface.texture = R_GetCurrentTexture(texture);
10494 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10496 // if this texture is not the kind we want, skip ahead to the next one
10497 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10501 if(FAKELIGHT_ENABLED || depthonly || prepass)
10503 rsurface.lightmaptexture = NULL;
10504 rsurface.deluxemaptexture = NULL;
10505 rsurface.uselightmaptexture = false;
10506 // simply scan ahead until we find a different texture or lightmap state
10507 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10512 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10513 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10514 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10515 // simply scan ahead until we find a different texture or lightmap state
10516 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10519 // render the range of surfaces
10520 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
10522 R_FrameData_ReturnToMark();
10525 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
10529 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10532 if (!rsurface.texture->currentnumlayers)
10534 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10535 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10537 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10539 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
10540 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10541 else if (!rsurface.texture->currentnumlayers)
10543 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
10545 // in the deferred case, transparent surfaces were queued during prepass
10546 if (!r_shadow_usingdeferredprepass)
10547 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10551 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10552 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10557 static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10560 texture_t *texture;
10561 R_FrameData_SetMark();
10562 // break the surface list down into batches by texture and use of lightmapping
10563 for (i = 0;i < numsurfaces;i = j)
10566 // texture is the base texture pointer, rsurface.texture is the
10567 // current frame/skin the texture is directing us to use (for example
10568 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10569 // use skin 1 instead)
10570 texture = surfacelist[i]->texture;
10571 rsurface.texture = R_GetCurrentTexture(texture);
10572 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10574 // if this texture is not the kind we want, skip ahead to the next one
10575 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10579 if(FAKELIGHT_ENABLED || depthonly || prepass)
10581 rsurface.lightmaptexture = NULL;
10582 rsurface.deluxemaptexture = NULL;
10583 rsurface.uselightmaptexture = false;
10584 // simply scan ahead until we find a different texture or lightmap state
10585 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10590 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10591 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10592 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10593 // simply scan ahead until we find a different texture or lightmap state
10594 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10597 // render the range of surfaces
10598 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
10600 R_FrameData_ReturnToMark();
10603 float locboxvertex3f[6*4*3] =
10605 1,0,1, 1,0,0, 1,1,0, 1,1,1,
10606 0,1,1, 0,1,0, 0,0,0, 0,0,1,
10607 1,1,1, 1,1,0, 0,1,0, 0,1,1,
10608 0,0,1, 0,0,0, 1,0,0, 1,0,1,
10609 0,0,1, 1,0,1, 1,1,1, 0,1,1,
10610 1,0,0, 0,0,0, 0,1,0, 1,1,0
10613 unsigned short locboxelements[6*2*3] =
10618 12,13,14, 12,14,15,
10619 16,17,18, 16,18,19,
10623 static void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10626 cl_locnode_t *loc = (cl_locnode_t *)ent;
10628 float vertex3f[6*4*3];
10630 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10631 GL_DepthMask(false);
10632 GL_DepthRange(0, 1);
10633 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
10634 GL_DepthTest(true);
10635 GL_CullFace(GL_NONE);
10636 R_EntityMatrix(&identitymatrix);
10638 // R_Mesh_ResetTextureState();
10640 i = surfacelist[0];
10641 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10642 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10643 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10644 surfacelist[0] < 0 ? 0.5f : 0.125f);
10646 if (VectorCompare(loc->mins, loc->maxs))
10648 VectorSet(size, 2, 2, 2);
10649 VectorMA(loc->mins, -0.5f, size, mins);
10653 VectorCopy(loc->mins, mins);
10654 VectorSubtract(loc->maxs, loc->mins, size);
10657 for (i = 0;i < 6*4*3;)
10658 for (j = 0;j < 3;j++, i++)
10659 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
10661 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
10662 R_SetupShader_Generic_NoTexture(false, false);
10663 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
10666 void R_DrawLocs(void)
10669 cl_locnode_t *loc, *nearestloc;
10671 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
10672 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
10674 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
10675 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
10679 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
10681 if (decalsystem->decals)
10682 Mem_Free(decalsystem->decals);
10683 memset(decalsystem, 0, sizeof(*decalsystem));
10686 static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float *v0, const float *v1, const float *v2, const float *t0, const float *t1, const float *t2, const float *c0, const float *c1, const float *c2, int triangleindex, int surfaceindex, int decalsequence)
10689 tridecal_t *decals;
10692 // expand or initialize the system
10693 if (decalsystem->maxdecals <= decalsystem->numdecals)
10695 decalsystem_t old = *decalsystem;
10696 qboolean useshortelements;
10697 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
10698 useshortelements = decalsystem->maxdecals * 3 <= 65536;
10699 decalsystem->decals = (tridecal_t *)Mem_Alloc(cls.levelmempool, decalsystem->maxdecals * (sizeof(tridecal_t) + sizeof(float[3][3]) + sizeof(float[3][2]) + sizeof(float[3][4]) + sizeof(int[3]) + (useshortelements ? sizeof(unsigned short[3]) : 0)));
10700 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
10701 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
10702 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
10703 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
10704 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
10705 if (decalsystem->numdecals)
10706 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
10708 Mem_Free(old.decals);
10709 for (i = 0;i < decalsystem->maxdecals*3;i++)
10710 decalsystem->element3i[i] = i;
10711 if (useshortelements)
10712 for (i = 0;i < decalsystem->maxdecals*3;i++)
10713 decalsystem->element3s[i] = i;
10716 // grab a decal and search for another free slot for the next one
10717 decals = decalsystem->decals;
10718 decal = decalsystem->decals + (i = decalsystem->freedecal++);
10719 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
10721 decalsystem->freedecal = i;
10722 if (decalsystem->numdecals <= i)
10723 decalsystem->numdecals = i + 1;
10725 // initialize the decal
10727 decal->triangleindex = triangleindex;
10728 decal->surfaceindex = surfaceindex;
10729 decal->decalsequence = decalsequence;
10730 decal->color4f[0][0] = c0[0];
10731 decal->color4f[0][1] = c0[1];
10732 decal->color4f[0][2] = c0[2];
10733 decal->color4f[0][3] = 1;
10734 decal->color4f[1][0] = c1[0];
10735 decal->color4f[1][1] = c1[1];
10736 decal->color4f[1][2] = c1[2];
10737 decal->color4f[1][3] = 1;
10738 decal->color4f[2][0] = c2[0];
10739 decal->color4f[2][1] = c2[1];
10740 decal->color4f[2][2] = c2[2];
10741 decal->color4f[2][3] = 1;
10742 decal->vertex3f[0][0] = v0[0];
10743 decal->vertex3f[0][1] = v0[1];
10744 decal->vertex3f[0][2] = v0[2];
10745 decal->vertex3f[1][0] = v1[0];
10746 decal->vertex3f[1][1] = v1[1];
10747 decal->vertex3f[1][2] = v1[2];
10748 decal->vertex3f[2][0] = v2[0];
10749 decal->vertex3f[2][1] = v2[1];
10750 decal->vertex3f[2][2] = v2[2];
10751 decal->texcoord2f[0][0] = t0[0];
10752 decal->texcoord2f[0][1] = t0[1];
10753 decal->texcoord2f[1][0] = t1[0];
10754 decal->texcoord2f[1][1] = t1[1];
10755 decal->texcoord2f[2][0] = t2[0];
10756 decal->texcoord2f[2][1] = t2[1];
10757 TriangleNormal(v0, v1, v2, decal->plane);
10758 VectorNormalize(decal->plane);
10759 decal->plane[3] = DotProduct(v0, decal->plane);
10762 extern cvar_t cl_decals_bias;
10763 extern cvar_t cl_decals_models;
10764 extern cvar_t cl_decals_newsystem_intensitymultiplier;
10765 // baseparms, parms, temps
10766 static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, int decalsequence, qboolean dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
10771 const float *vertex3f;
10772 const float *normal3f;
10774 float points[2][9][3];
10781 e = rsurface.modelelement3i + 3*triangleindex;
10783 vertex3f = rsurface.modelvertex3f;
10784 normal3f = rsurface.modelnormal3f;
10788 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10790 index = 3*e[cornerindex];
10791 VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
10796 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10798 index = 3*e[cornerindex];
10799 VectorCopy(vertex3f + index, v[cornerindex]);
10804 //TriangleNormal(v[0], v[1], v[2], normal);
10805 //if (DotProduct(normal, localnormal) < 0.0f)
10807 // clip by each of the box planes formed from the projection matrix
10808 // if anything survives, we emit the decal
10809 numpoints = PolygonF_Clip(3 , v[0] , planes[0][0], planes[0][1], planes[0][2], planes[0][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
10812 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[1][0], planes[1][1], planes[1][2], planes[1][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
10815 numpoints = PolygonF_Clip(numpoints, points[0][0], planes[2][0], planes[2][1], planes[2][2], planes[2][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
10818 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[3][0], planes[3][1], planes[3][2], planes[3][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
10821 numpoints = PolygonF_Clip(numpoints, points[0][0], planes[4][0], planes[4][1], planes[4][2], planes[4][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
10824 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[5][0], planes[5][1], planes[5][2], planes[5][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), v[0]);
10827 // some part of the triangle survived, so we have to accept it...
10830 // dynamic always uses the original triangle
10832 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10834 index = 3*e[cornerindex];
10835 VectorCopy(vertex3f + index, v[cornerindex]);
10838 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
10840 // convert vertex positions to texcoords
10841 Matrix4x4_Transform(projection, v[cornerindex], temp);
10842 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
10843 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
10844 // calculate distance fade from the projection origin
10845 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
10846 f = bound(0.0f, f, 1.0f);
10847 c[cornerindex][0] = r * f;
10848 c[cornerindex][1] = g * f;
10849 c[cornerindex][2] = b * f;
10850 c[cornerindex][3] = 1.0f;
10851 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
10854 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[1], v[2], tc[0], tc[1], tc[2], c[0], c[1], c[2], triangleindex, surfaceindex, decalsequence);
10856 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
10857 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[cornerindex+1], v[cornerindex+2], tc[0], tc[cornerindex+1], tc[cornerindex+2], c[0], c[cornerindex+1], c[cornerindex+2], -1, surfaceindex, decalsequence);
10859 static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
10861 matrix4x4_t projection;
10862 decalsystem_t *decalsystem;
10865 const msurface_t *surface;
10866 const msurface_t *surfaces;
10867 const int *surfacelist;
10868 const texture_t *texture;
10870 int numsurfacelist;
10871 int surfacelistindex;
10874 float localorigin[3];
10875 float localnormal[3];
10876 float localmins[3];
10877 float localmaxs[3];
10880 float planes[6][4];
10883 int bih_triangles_count;
10884 int bih_triangles[256];
10885 int bih_surfaces[256];
10887 decalsystem = &ent->decalsystem;
10888 model = ent->model;
10889 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
10891 R_DecalSystem_Reset(&ent->decalsystem);
10895 if (!model->brush.data_leafs && !cl_decals_models.integer)
10897 if (decalsystem->model)
10898 R_DecalSystem_Reset(decalsystem);
10902 if (decalsystem->model != model)
10903 R_DecalSystem_Reset(decalsystem);
10904 decalsystem->model = model;
10906 RSurf_ActiveModelEntity(ent, true, false, false);
10908 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
10909 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
10910 VectorNormalize(localnormal);
10911 localsize = worldsize*rsurface.inversematrixscale;
10912 localmins[0] = localorigin[0] - localsize;
10913 localmins[1] = localorigin[1] - localsize;
10914 localmins[2] = localorigin[2] - localsize;
10915 localmaxs[0] = localorigin[0] + localsize;
10916 localmaxs[1] = localorigin[1] + localsize;
10917 localmaxs[2] = localorigin[2] + localsize;
10919 //VectorCopy(localnormal, planes[4]);
10920 //VectorVectors(planes[4], planes[2], planes[0]);
10921 AnglesFromVectors(angles, localnormal, NULL, false);
10922 AngleVectors(angles, planes[0], planes[2], planes[4]);
10923 VectorNegate(planes[0], planes[1]);
10924 VectorNegate(planes[2], planes[3]);
10925 VectorNegate(planes[4], planes[5]);
10926 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
10927 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
10928 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
10929 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
10930 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
10931 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
10936 matrix4x4_t forwardprojection;
10937 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
10938 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
10943 float projectionvector[4][3];
10944 VectorScale(planes[0], ilocalsize, projectionvector[0]);
10945 VectorScale(planes[2], ilocalsize, projectionvector[1]);
10946 VectorScale(planes[4], ilocalsize, projectionvector[2]);
10947 projectionvector[0][0] = planes[0][0] * ilocalsize;
10948 projectionvector[0][1] = planes[1][0] * ilocalsize;
10949 projectionvector[0][2] = planes[2][0] * ilocalsize;
10950 projectionvector[1][0] = planes[0][1] * ilocalsize;
10951 projectionvector[1][1] = planes[1][1] * ilocalsize;
10952 projectionvector[1][2] = planes[2][1] * ilocalsize;
10953 projectionvector[2][0] = planes[0][2] * ilocalsize;
10954 projectionvector[2][1] = planes[1][2] * ilocalsize;
10955 projectionvector[2][2] = planes[2][2] * ilocalsize;
10956 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
10957 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
10958 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
10959 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
10963 dynamic = model->surfmesh.isanimated;
10964 numsurfacelist = model->nummodelsurfaces;
10965 surfacelist = model->sortedmodelsurfaces;
10966 surfaces = model->data_surfaces;
10969 bih_triangles_count = -1;
10972 if(model->render_bih.numleafs)
10973 bih = &model->render_bih;
10974 else if(model->collision_bih.numleafs)
10975 bih = &model->collision_bih;
10978 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
10979 if(bih_triangles_count == 0)
10981 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
10983 if(bih_triangles_count > 0)
10985 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
10987 surfaceindex = bih_surfaces[triangleindex];
10988 surface = surfaces + surfaceindex;
10989 texture = surface->texture;
10990 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
10992 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
10994 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
10999 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11001 surfaceindex = surfacelist[surfacelistindex];
11002 surface = surfaces + surfaceindex;
11003 // check cull box first because it rejects more than any other check
11004 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11006 // skip transparent surfaces
11007 texture = surface->texture;
11008 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11010 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11012 numtriangles = surface->num_triangles;
11013 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
11014 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
11019 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11020 static void R_DecalSystem_ApplySplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
11022 int renderentityindex;
11023 float worldmins[3];
11024 float worldmaxs[3];
11025 entity_render_t *ent;
11027 if (!cl_decals_newsystem.integer)
11030 worldmins[0] = worldorigin[0] - worldsize;
11031 worldmins[1] = worldorigin[1] - worldsize;
11032 worldmins[2] = worldorigin[2] - worldsize;
11033 worldmaxs[0] = worldorigin[0] + worldsize;
11034 worldmaxs[1] = worldorigin[1] + worldsize;
11035 worldmaxs[2] = worldorigin[2] + worldsize;
11037 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11039 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11041 ent = r_refdef.scene.entities[renderentityindex];
11042 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11045 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11049 typedef struct r_decalsystem_splatqueue_s
11051 vec3_t worldorigin;
11052 vec3_t worldnormal;
11058 r_decalsystem_splatqueue_t;
11060 int r_decalsystem_numqueued = 0;
11061 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11063 void R_DecalSystem_SplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize)
11065 r_decalsystem_splatqueue_t *queue;
11067 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
11070 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
11071 VectorCopy(worldorigin, queue->worldorigin);
11072 VectorCopy(worldnormal, queue->worldnormal);
11073 Vector4Set(queue->color, r, g, b, a);
11074 Vector4Set(queue->tcrange, s1, t1, s2, t2);
11075 queue->worldsize = worldsize;
11076 queue->decalsequence = cl.decalsequence++;
11079 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
11082 r_decalsystem_splatqueue_t *queue;
11084 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
11085 R_DecalSystem_ApplySplatEntities(queue->worldorigin, queue->worldnormal, queue->color[0], queue->color[1], queue->color[2], queue->color[3], queue->tcrange[0], queue->tcrange[1], queue->tcrange[2], queue->tcrange[3], queue->worldsize, queue->decalsequence);
11086 r_decalsystem_numqueued = 0;
11089 extern cvar_t cl_decals_max;
11090 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
11093 decalsystem_t *decalsystem = &ent->decalsystem;
11100 if (!decalsystem->numdecals)
11103 if (r_showsurfaces.integer)
11106 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11108 R_DecalSystem_Reset(decalsystem);
11112 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
11113 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
11115 if (decalsystem->lastupdatetime)
11116 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
11119 decalsystem->lastupdatetime = r_refdef.scene.time;
11120 decal = decalsystem->decals;
11121 numdecals = decalsystem->numdecals;
11123 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11125 if (decal->color4f[0][3])
11127 decal->lived += frametime;
11128 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
11130 memset(decal, 0, sizeof(*decal));
11131 if (decalsystem->freedecal > i)
11132 decalsystem->freedecal = i;
11136 decal = decalsystem->decals;
11137 while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
11140 // collapse the array by shuffling the tail decals into the gaps
11143 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
11144 decalsystem->freedecal++;
11145 if (decalsystem->freedecal == numdecals)
11147 decal[decalsystem->freedecal] = decal[--numdecals];
11150 decalsystem->numdecals = numdecals;
11152 if (numdecals <= 0)
11154 // if there are no decals left, reset decalsystem
11155 R_DecalSystem_Reset(decalsystem);
11159 extern skinframe_t *decalskinframe;
11160 static void R_DrawModelDecals_Entity(entity_render_t *ent)
11163 decalsystem_t *decalsystem = &ent->decalsystem;
11172 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
11175 numdecals = decalsystem->numdecals;
11179 if (r_showsurfaces.integer)
11182 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11184 R_DecalSystem_Reset(decalsystem);
11188 // if the model is static it doesn't matter what value we give for
11189 // wantnormals and wanttangents, so this logic uses only rules applicable
11190 // to a model, knowing that they are meaningless otherwise
11191 if (ent == r_refdef.scene.worldentity)
11192 RSurf_ActiveWorldEntity();
11194 RSurf_ActiveModelEntity(ent, false, false, false);
11196 decalsystem->lastupdatetime = r_refdef.scene.time;
11197 decal = decalsystem->decals;
11199 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
11201 // update vertex positions for animated models
11202 v3f = decalsystem->vertex3f;
11203 c4f = decalsystem->color4f;
11204 t2f = decalsystem->texcoord2f;
11205 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11207 if (!decal->color4f[0][3])
11210 if (surfacevisible && !surfacevisible[decal->surfaceindex])
11214 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
11217 // update color values for fading decals
11218 if (decal->lived >= cl_decals_time.value)
11219 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
11223 c4f[ 0] = decal->color4f[0][0] * alpha;
11224 c4f[ 1] = decal->color4f[0][1] * alpha;
11225 c4f[ 2] = decal->color4f[0][2] * alpha;
11227 c4f[ 4] = decal->color4f[1][0] * alpha;
11228 c4f[ 5] = decal->color4f[1][1] * alpha;
11229 c4f[ 6] = decal->color4f[1][2] * alpha;
11231 c4f[ 8] = decal->color4f[2][0] * alpha;
11232 c4f[ 9] = decal->color4f[2][1] * alpha;
11233 c4f[10] = decal->color4f[2][2] * alpha;
11236 t2f[0] = decal->texcoord2f[0][0];
11237 t2f[1] = decal->texcoord2f[0][1];
11238 t2f[2] = decal->texcoord2f[1][0];
11239 t2f[3] = decal->texcoord2f[1][1];
11240 t2f[4] = decal->texcoord2f[2][0];
11241 t2f[5] = decal->texcoord2f[2][1];
11243 // update vertex positions for animated models
11244 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
11246 e = rsurface.modelelement3i + 3*decal->triangleindex;
11247 VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
11248 VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
11249 VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
11253 VectorCopy(decal->vertex3f[0], v3f);
11254 VectorCopy(decal->vertex3f[1], v3f + 3);
11255 VectorCopy(decal->vertex3f[2], v3f + 6);
11258 if (r_refdef.fogenabled)
11260 alpha = RSurf_FogVertex(v3f);
11261 VectorScale(c4f, alpha, c4f);
11262 alpha = RSurf_FogVertex(v3f + 3);
11263 VectorScale(c4f + 4, alpha, c4f + 4);
11264 alpha = RSurf_FogVertex(v3f + 6);
11265 VectorScale(c4f + 8, alpha, c4f + 8);
11276 r_refdef.stats.drawndecals += numtris;
11278 // now render the decals all at once
11279 // (this assumes they all use one particle font texture!)
11280 RSurf_ActiveCustomEntity(&rsurface.matrix, &rsurface.inversematrix, rsurface.ent_flags, ent->shadertime, 1, 1, 1, 1, numdecals*3, decalsystem->vertex3f, decalsystem->texcoord2f, NULL, NULL, NULL, decalsystem->color4f, numtris, decalsystem->element3i, decalsystem->element3s, false, false);
11281 // R_Mesh_ResetTextureState();
11282 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
11283 GL_DepthMask(false);
11284 GL_DepthRange(0, 1);
11285 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
11286 GL_DepthTest(true);
11287 GL_CullFace(GL_NONE);
11288 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
11289 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1, false, false, false);
11290 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
11294 static void R_DrawModelDecals(void)
11298 // fade faster when there are too many decals
11299 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11300 for (i = 0;i < r_refdef.scene.numentities;i++)
11301 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11303 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
11304 for (i = 0;i < r_refdef.scene.numentities;i++)
11305 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11306 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
11308 R_DecalSystem_ApplySplatEntitiesQueue();
11310 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11311 for (i = 0;i < r_refdef.scene.numentities;i++)
11312 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11314 r_refdef.stats.totaldecals += numdecals;
11316 if (r_showsurfaces.integer)
11319 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
11321 for (i = 0;i < r_refdef.scene.numentities;i++)
11323 if (!r_refdef.viewcache.entityvisible[i])
11325 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11326 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
11330 extern cvar_t mod_collision_bih;
11331 static void R_DrawDebugModel(void)
11333 entity_render_t *ent = rsurface.entity;
11334 int i, j, k, l, flagsmask;
11335 const msurface_t *surface;
11336 dp_model_t *model = ent->model;
11339 if (!sv.active && !cls.demoplayback && ent != r_refdef.scene.worldentity)
11342 if (r_showoverdraw.value > 0)
11344 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
11345 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11346 R_SetupShader_Generic_NoTexture(false, false);
11347 GL_DepthTest(false);
11348 GL_DepthMask(false);
11349 GL_DepthRange(0, 1);
11350 GL_BlendFunc(GL_ONE, GL_ONE);
11351 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11353 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11355 rsurface.texture = R_GetCurrentTexture(surface->texture);
11356 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11358 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
11359 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
11360 if (!rsurface.texture->currentlayers->depthmask)
11361 GL_Color(c, 0, 0, 1.0f);
11362 else if (ent == r_refdef.scene.worldentity)
11363 GL_Color(c, c, c, 1.0f);
11365 GL_Color(0, c, 0, 1.0f);
11366 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11370 rsurface.texture = NULL;
11373 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11375 // R_Mesh_ResetTextureState();
11376 R_SetupShader_Generic_NoTexture(false, false);
11377 GL_DepthRange(0, 1);
11378 GL_DepthTest(!r_showdisabledepthtest.integer);
11379 GL_DepthMask(false);
11380 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11382 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
11386 qboolean cullbox = ent == r_refdef.scene.worldentity;
11387 const q3mbrush_t *brush;
11388 const bih_t *bih = &model->collision_bih;
11389 const bih_leaf_t *bihleaf;
11390 float vertex3f[3][3];
11391 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
11393 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
11395 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
11397 switch (bihleaf->type)
11400 brush = model->brush.data_brushes + bihleaf->itemindex;
11401 if (brush->colbrushf && brush->colbrushf->numtriangles)
11403 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
11404 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
11405 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
11408 case BIH_COLLISIONTRIANGLE:
11409 triangleindex = bihleaf->itemindex;
11410 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
11411 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
11412 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
11413 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
11414 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11415 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11417 case BIH_RENDERTRIANGLE:
11418 triangleindex = bihleaf->itemindex;
11419 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
11420 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
11421 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
11422 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
11423 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11424 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11430 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11433 if (r_showtris.integer && qglPolygonMode)
11435 if (r_showdisabledepthtest.integer)
11437 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11438 GL_DepthMask(false);
11442 GL_BlendFunc(GL_ONE, GL_ZERO);
11443 GL_DepthMask(true);
11445 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
11446 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11448 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11450 rsurface.texture = R_GetCurrentTexture(surface->texture);
11451 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11453 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11454 if (!rsurface.texture->currentlayers->depthmask)
11455 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
11456 else if (ent == r_refdef.scene.worldentity)
11457 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
11459 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
11460 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11464 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
11465 rsurface.texture = NULL;
11468 if (r_shownormals.value != 0 && qglBegin)
11470 if (r_showdisabledepthtest.integer)
11472 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11473 GL_DepthMask(false);
11477 GL_BlendFunc(GL_ONE, GL_ZERO);
11478 GL_DepthMask(true);
11480 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11482 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11484 rsurface.texture = R_GetCurrentTexture(surface->texture);
11485 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11487 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11488 qglBegin(GL_LINES);
11489 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
11491 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11493 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11494 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11495 qglVertex3f(v[0], v[1], v[2]);
11496 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11497 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11498 qglVertex3f(v[0], v[1], v[2]);
11501 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
11503 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11505 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11506 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
11507 qglVertex3f(v[0], v[1], v[2]);
11508 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
11509 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11510 qglVertex3f(v[0], v[1], v[2]);
11513 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
11515 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11517 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11518 GL_Color(0, r_refdef.view.colorscale, 0, 1);
11519 qglVertex3f(v[0], v[1], v[2]);
11520 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
11521 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11522 qglVertex3f(v[0], v[1], v[2]);
11525 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
11527 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11529 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11530 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11531 qglVertex3f(v[0], v[1], v[2]);
11532 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11533 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11534 qglVertex3f(v[0], v[1], v[2]);
11541 rsurface.texture = NULL;
11546 int r_maxsurfacelist = 0;
11547 const msurface_t **r_surfacelist = NULL;
11548 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11550 int i, j, endj, flagsmask;
11551 dp_model_t *model = r_refdef.scene.worldmodel;
11552 msurface_t *surfaces;
11553 unsigned char *update;
11554 int numsurfacelist = 0;
11558 if (r_maxsurfacelist < model->num_surfaces)
11560 r_maxsurfacelist = model->num_surfaces;
11562 Mem_Free((msurface_t**)r_surfacelist);
11563 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11566 RSurf_ActiveWorldEntity();
11568 surfaces = model->data_surfaces;
11569 update = model->brushq1.lightmapupdateflags;
11571 // update light styles on this submodel
11572 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11574 model_brush_lightstyleinfo_t *style;
11575 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11577 if (style->value != r_refdef.scene.lightstylevalue[style->style])
11579 int *list = style->surfacelist;
11580 style->value = r_refdef.scene.lightstylevalue[style->style];
11581 for (j = 0;j < style->numsurfaces;j++)
11582 update[list[j]] = true;
11587 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11591 R_DrawDebugModel();
11592 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11596 rsurface.lightmaptexture = NULL;
11597 rsurface.deluxemaptexture = NULL;
11598 rsurface.uselightmaptexture = false;
11599 rsurface.texture = NULL;
11600 rsurface.rtlight = NULL;
11601 numsurfacelist = 0;
11602 // add visible surfaces to draw list
11603 for (i = 0;i < model->nummodelsurfaces;i++)
11605 j = model->sortedmodelsurfaces[i];
11606 if (r_refdef.viewcache.world_surfacevisible[j])
11607 r_surfacelist[numsurfacelist++] = surfaces + j;
11609 // update lightmaps if needed
11610 if (model->brushq1.firstrender)
11612 model->brushq1.firstrender = false;
11613 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11615 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11619 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11620 if (r_refdef.viewcache.world_surfacevisible[j])
11622 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11624 // don't do anything if there were no surfaces
11625 if (!numsurfacelist)
11627 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11630 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11632 // add to stats if desired
11633 if (r_speeds.integer && !skysurfaces && !depthonly)
11635 r_refdef.stats.world_surfaces += numsurfacelist;
11636 for (j = 0;j < numsurfacelist;j++)
11637 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
11640 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11643 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11645 int i, j, endj, flagsmask;
11646 dp_model_t *model = ent->model;
11647 msurface_t *surfaces;
11648 unsigned char *update;
11649 int numsurfacelist = 0;
11653 if (r_maxsurfacelist < model->num_surfaces)
11655 r_maxsurfacelist = model->num_surfaces;
11657 Mem_Free((msurface_t **)r_surfacelist);
11658 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11661 // if the model is static it doesn't matter what value we give for
11662 // wantnormals and wanttangents, so this logic uses only rules applicable
11663 // to a model, knowing that they are meaningless otherwise
11664 if (ent == r_refdef.scene.worldentity)
11665 RSurf_ActiveWorldEntity();
11666 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11667 RSurf_ActiveModelEntity(ent, false, false, false);
11669 RSurf_ActiveModelEntity(ent, true, true, true);
11670 else if (depthonly)
11672 switch (vid.renderpath)
11674 case RENDERPATH_GL20:
11675 case RENDERPATH_D3D9:
11676 case RENDERPATH_D3D10:
11677 case RENDERPATH_D3D11:
11678 case RENDERPATH_SOFT:
11679 case RENDERPATH_GLES2:
11680 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
11682 case RENDERPATH_GL11:
11683 case RENDERPATH_GL13:
11684 case RENDERPATH_GLES1:
11685 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
11691 switch (vid.renderpath)
11693 case RENDERPATH_GL20:
11694 case RENDERPATH_D3D9:
11695 case RENDERPATH_D3D10:
11696 case RENDERPATH_D3D11:
11697 case RENDERPATH_SOFT:
11698 case RENDERPATH_GLES2:
11699 RSurf_ActiveModelEntity(ent, true, true, false);
11701 case RENDERPATH_GL11:
11702 case RENDERPATH_GL13:
11703 case RENDERPATH_GLES1:
11704 RSurf_ActiveModelEntity(ent, true, false, false);
11709 surfaces = model->data_surfaces;
11710 update = model->brushq1.lightmapupdateflags;
11712 // update light styles
11713 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11715 model_brush_lightstyleinfo_t *style;
11716 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11718 if (style->value != r_refdef.scene.lightstylevalue[style->style])
11720 int *list = style->surfacelist;
11721 style->value = r_refdef.scene.lightstylevalue[style->style];
11722 for (j = 0;j < style->numsurfaces;j++)
11723 update[list[j]] = true;
11728 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11732 R_DrawDebugModel();
11733 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11737 rsurface.lightmaptexture = NULL;
11738 rsurface.deluxemaptexture = NULL;
11739 rsurface.uselightmaptexture = false;
11740 rsurface.texture = NULL;
11741 rsurface.rtlight = NULL;
11742 numsurfacelist = 0;
11743 // add visible surfaces to draw list
11744 for (i = 0;i < model->nummodelsurfaces;i++)
11745 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
11746 // don't do anything if there were no surfaces
11747 if (!numsurfacelist)
11749 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11752 // update lightmaps if needed
11756 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11761 R_BuildLightMap(ent, surfaces + j);
11766 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11768 R_BuildLightMap(ent, surfaces + j);
11769 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11771 // add to stats if desired
11772 if (r_speeds.integer && !skysurfaces && !depthonly)
11774 r_refdef.stats.entities_surfaces += numsurfacelist;
11775 for (j = 0;j < numsurfacelist;j++)
11776 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
11779 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11782 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
11784 static texture_t texture;
11785 static msurface_t surface;
11786 const msurface_t *surfacelist = &surface;
11788 // fake enough texture and surface state to render this geometry
11790 texture.update_lastrenderframe = -1; // regenerate this texture
11791 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
11792 texture.currentskinframe = skinframe;
11793 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
11794 texture.offsetmapping = OFFSETMAPPING_OFF;
11795 texture.offsetscale = 1;
11796 texture.specularscalemod = 1;
11797 texture.specularpowermod = 1;
11799 surface.texture = &texture;
11800 surface.num_triangles = numtriangles;
11801 surface.num_firsttriangle = firsttriangle;
11802 surface.num_vertices = numvertices;
11803 surface.num_firstvertex = firstvertex;
11806 rsurface.texture = R_GetCurrentTexture(surface.texture);
11807 rsurface.lightmaptexture = NULL;
11808 rsurface.deluxemaptexture = NULL;
11809 rsurface.uselightmaptexture = false;
11810 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
11813 void R_DrawCustomSurface_Texture(texture_t *texture, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
11815 static msurface_t surface;
11816 const msurface_t *surfacelist = &surface;
11818 // fake enough texture and surface state to render this geometry
11819 surface.texture = texture;
11820 surface.num_triangles = numtriangles;
11821 surface.num_firsttriangle = firsttriangle;
11822 surface.num_vertices = numvertices;
11823 surface.num_firstvertex = firstvertex;
11826 rsurface.texture = R_GetCurrentTexture(surface.texture);
11827 rsurface.lightmaptexture = NULL;
11828 rsurface.deluxemaptexture = NULL;
11829 rsurface.uselightmaptexture = false;
11830 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);